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.
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 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 textSiu, Ricardo Chi Sen. "Is casino gaming a productive sector? A conceptual and cross-jurisdiction analysis." Journal of Gambling Business and Economics 1, no. 2 (January 2, 2013): 129–46. http://dx.doi.org/10.5750/jgbe.v1i2.514.
Full textHu, Haoran, and Xinya Ji. "An analysis of Gaming Disorder's Cause, Impact and Therapy." Journal of Education, Humanities and Social Sciences 8 (February 7, 2023): 1770–75. http://dx.doi.org/10.54097/ehss.v8i.4581.
Full textWu, Jiang. "On Situated Cognition-Based Approaches to Flash Educational Gaming Design." Advanced Materials Research 694-697 (May 2013): 2331–35. http://dx.doi.org/10.4028/www.scientific.net/amr.694-697.2331.
Full textBelinda, Elizabeth, and Agustinus Sutanto. "GAMING COMMUNITY ARENA." Jurnal Sains, Teknologi, Urban, Perancangan, Arsitektur (Stupa) 1, no. 2 (January 26, 2020): 1819. http://dx.doi.org/10.24912/stupa.v1i2.4535.
Full textSONG, RONGGONG, LARRY KORBA, GEORGE YEE, and YING-CHIEH CHEN. "PROTECT VIRTUAL PROPERTY IN ONLINE GAMING SYSTEM." International Journal of Software Engineering and Knowledge Engineering 17, no. 04 (August 2007): 483–96. http://dx.doi.org/10.1142/s0218194007003367.
Full textPotolia, Zoi. "Deceptive advertising and its connection to unregulated gambling in the gaming industry." Interactive Entertainment Law Review 4, no. 2 (December 1, 2021): 112–21. http://dx.doi.org/10.4337/ielr.2021.02.03.
Full textMarlowe, Byron, Tianshu Zheng, John Farrish, Jesus Bravo, and Victor Pimentel. "Double down: economic downturn and increased competition impacts on casino gaming and employment." International Hospitality Review 34, no. 1 (June 16, 2020): 105–24. http://dx.doi.org/10.1108/ihr-10-2019-0023.
Full textMcNeil, Levi. "Implementing digital game-enhanced pedagogy: Supportive and impeding language awareness and discourse participation phenomena." ReCALL 32, no. 1 (October 3, 2019): 106–24. http://dx.doi.org/10.1017/s095834401900017x.
Full textSchmidt, Steffen Christian Ekkehard, Stefan Sell, and Alexander Woll. "The Use of Compression Stockings to Reduce Water Retention in the Legs During Gaming and Esports: Randomized Controlled Field Study." Interactive Journal of Medical Research 11, no. 2 (September 29, 2022): e25886. http://dx.doi.org/10.2196/25886.
Full textMcKenzie, Andrew, and Jeffrey Punske. "Gaming as pedagogy in the linguistics classroom." Proceedings of the Linguistic Society of America 4, no. 1 (March 15, 2019): 39. http://dx.doi.org/10.3765/plsa.v4i1.4547.
Full textKrstić, Nataša. "Digital playground: Friend or foe to the children?" European Journal of Applied Economics 18, no. 2 (2021): 49–61. http://dx.doi.org/10.5937/ejae18-29481.
Full textMa, Li Juan. "Research on the Development and Influence of the Cyberculture." Advanced Materials Research 1030-1032 (September 2014): 2753–56. http://dx.doi.org/10.4028/www.scientific.net/amr.1030-1032.2753.
Full textLoi(Connie), Kim-Ieng. "Gaming and Entertainment Tourist Destinations: A World of Similarities and Differences." Tourism Recreation Research 33, no. 2 (January 2008): 165–83. http://dx.doi.org/10.1080/02508281.2008.11081303.
Full textShields, Peggy O. "Coming of Age: The College Market and the Gaming Entertainment Industry." Journal of Hospitality Marketing & Management 18, no. 1 (January 2009): 68–88. http://dx.doi.org/10.1080/19368620801989220.
Full textSuh, Eunju, and Sarah Tanford. "The Impact of Paid Versus Complimentary Showroom Entertainment on Gaming Volumes." Journal of Hospitality Marketing & Management 21, no. 4 (May 2012): 374–94. http://dx.doi.org/10.1080/19368623.2011.615024.
Full textNicoll, Benjamin. "Bridging the Gap." Games and Culture 12, no. 2 (May 22, 2016): 200–221. http://dx.doi.org/10.1177/1555412015590048.
Full textDi Paola, F., L. Inzerillo, and Y. Alognaa. "A GAMING APPROACH FOR CULTURAL HERITAGE KNOWLEDGE AND DISSEMINATION." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2/W15 (August 22, 2019): 421–28. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w15-421-2019.
Full textLopez-Gonzalez, Hibai, and Mark D. Griffiths. "Understanding the convergence of markets in online sports betting." International Review for the Sociology of Sport 53, no. 7 (December 14, 2016): 807–23. http://dx.doi.org/10.1177/1012690216680602.
Full textSubu, M. Arsyad, Peni Rahmawati, Imam Waluyo, and Rinto Agustino. "Kecanduan Internet Gaming dan Status Body Mass Index (BMI) Pada Remaja Tingkat Sekolah Menengah Pertama Tahun 2018." Jurnal Ilmu dan Teknologi Kesehatan 6, no. 2 (March 30, 2019): 167–74. http://dx.doi.org/10.32668/jitek.v6i2.182.
Full textDubey, Ayur, and Dr Amit Kumar. "Review on the online gaming industry in India." Journal of University of Shanghai for Science and Technology 23, no. 07 (July 20, 2021): 1006–13. http://dx.doi.org/10.51201/jusst/21/07252.
Full textLindridge, Andrew, Sharon E. Beatty, and William Magnus Northington. "Do gambling game choices reflect a recreational gambler’s motivations?" Qualitative Market Research: An International Journal 21, no. 3 (June 11, 2018): 296–315. http://dx.doi.org/10.1108/qmr-10-2016-0093.
Full textWillett, Rebekah. "Online Gaming Practices of Preteens: Independent Entertainment Time and Transmedia Game Play." Children & Society 30, no. 6 (March 10, 2016): 467–77. http://dx.doi.org/10.1111/chso.12155.
Full textLam, Desmond, and Bernadete Ozorio. "Duplication of Purchase Law in the gaming entertainment industry—A transnational investigation." International Journal of Hospitality Management 33 (June 2013): 203–7. http://dx.doi.org/10.1016/j.ijhm.2012.08.004.
Full textSchatto-Eckrodt, Tim, Robin Janzik, Felix Reer, Svenja Boberg, and Thorsten Quandt. "A Computational Approach to Analyzing the Twitter Debate on Gaming Disorder." Media and Communication 8, no. 3 (August 13, 2020): 205–18. http://dx.doi.org/10.17645/mac.v8i3.3128.
Full textBhatti, Zeeshan, and Naila Shabbir. "Serious Game model for dyslexic children." Sukkur IBA Journal of Computing and Mathematical Sciences 6, no. 1 (July 21, 2022): 72–78. http://dx.doi.org/10.30537/sjcms.v6i1.864.
Full textStevanovic, Dejan, Ana Djoric, Yatan Balhara, Nikola Cirovic, Sidharth Arya, Ramdas Ransing, Tuong-Vi Thi, et al. "Assessing the symptoms of Internet Gaming Disorder among college/university students: An international validation study of a self-report." Psihologija 53, no. 1 (2020): 43–63. http://dx.doi.org/10.2298/psi190421015s.
Full textZeng, Yilei. "How Human Centered AI Will Contribute Towards Intelligent Gaming Systems." Proceedings of the AAAI Conference on Artificial Intelligence 35, no. 18 (May 18, 2021): 15742–43. http://dx.doi.org/10.1609/aaai.v35i18.17868.
Full textPilkevych, Andrii. "US popular culture in the mirror of video game industry conventions." Ethnic History of European Nations, no. 64 (2021): 97–101. http://dx.doi.org/10.17721/2518-1270.2021.64.13.
Full textLi, Jun (Justin), IpKin Anthony Wong, and Woo Gon Kim. "Re-segmenting a gaming destination market." Journal of Vacation Marketing 23, no. 3 (May 11, 2016): 205–16. http://dx.doi.org/10.1177/1356766716647438.
Full textMuzhdaba, A. D., and A. O. Tsarev. "Nurture by Tetris: On the Ideological Foundations of the Soviet Computer Game." Sociology of Power 32, no. 3 (October 2020): 114–41. http://dx.doi.org/10.22394/2074-0492-2020-3-114-141.
Full textBoard, Editorial. "Application of Gaming in New Media Marketing." Global Journal of Enterprise Information System 9, no. 3 (September 27, 2017): 116. http://dx.doi.org/10.18311/gjeis/2017/17986.
Full textHalbrook, Yemaya J., Aisling T. O’Donnell, and Rachel M. Msetfi. "When and How Video Games Can Be Good: A Review of the Positive Effects of Video Games on Well-Being." Perspectives on Psychological Science 14, no. 6 (November 2019): 1096–104. http://dx.doi.org/10.1177/1745691619863807.
Full textHutama, Nurizky Adhi, and Budi Irawanto. "“Menjadi Sesuatu Yang Berbeda”: Studi Gamer Perempuan Di Yogyakarta." Jurnal Media dan Komunikasi Indonesia 3, no. 1 (March 29, 2022): 66. http://dx.doi.org/10.22146/jmki.66967.
Full textFrazier, Spencer, Alex Newnan, Rajiv Maheswaran, Yu-Han Chang, and Fotos Frangoudes. "TEAM-IT : Location-Based Gaming in Real and Virtual Environments." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 8, no. 1 (June 30, 2021): 142–47. http://dx.doi.org/10.1609/aiide.v8i1.12525.
Full textCarvalho, Vitor Marques, and Elizabeth Sucupira Furtado. "A Framework Used for Analysis of User Experience in Games." Journal on Interactive Systems 11, no. 1 (December 9, 2020): 66–73. http://dx.doi.org/10.5753/jis.2020.759.
Full textBuletsa, S., and A. Tegza. "Protection of virtual gaming property: national and foreign experience." Uzhhorod National University Herald. Series: Law, no. 69 (April 15, 2022): 89–93. http://dx.doi.org/10.24144/2307-3322.2021.69.14.
Full textVai, Fong Tou, Leanda Lee, and Joao Negreiros. "Implementation of Enterprise Resource Planning for the Supply Chain Management of the Food and Beverage Department at Macao Entertainment Corp." Information Resources Management Journal 27, no. 1 (January 2014): 36–52. http://dx.doi.org/10.4018/irmj.2014010103.
Full text黃書瑋, 黃書瑋. "穿梭虛實之間:上班族玩家在線上遊戲的社會資本運作之探討." 中華傳播學刊 41, no. 41 (June 2022): 237–74. http://dx.doi.org/10.53106/172635812022060041007.
Full textVoštinár, Patrik, Dana Horváthová, Martin Mitter, and Martin Bako. "The look at the various uses of VR." Open Computer Science 11, no. 1 (January 1, 2021): 241–50. http://dx.doi.org/10.1515/comp-2020-0123.
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