Journal articles on the topic 'Games monetization'
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Johnson, Mark R., and Tom Brock. "The ‘gambling turn’ in digital game monetization." Journal of Gaming & Virtual Worlds 12, no. 2 (June 1, 2020): 145–63. http://dx.doi.org/10.1386/jgvw_00011_1.
Full textRoy, Nandita. "Applying Kant’s Ethics to Video Game Business Models." Business and Professional Ethics Journal 40, no. 1 (2021): 109–27. http://dx.doi.org/10.5840/bpej202115106.
Full textFang, Bin, Zhiqiang (Eric) Zheng, Qiang Ye, and Paulo B. Goes. "Social Influence and Monetization of Freemium Social Games." Journal of Management Information Systems 36, no. 3 (July 3, 2019): 730–54. http://dx.doi.org/10.1080/07421222.2019.1628878.
Full textBeltagui, Ahmad, Thomas Schmidt, Marina Candi, and Deborah Lynn Roberts. "Overcoming the monetization challenge in freemium online games." Industrial Management & Data Systems 119, no. 6 (July 8, 2019): 1339–56. http://dx.doi.org/10.1108/imds-08-2018-0350.
Full textJoseph, Daniel. "Battle pass capitalism." Journal of Consumer Culture 21, no. 1 (February 2021): 68–83. http://dx.doi.org/10.1177/1469540521993930.
Full textCho, Eun-Ha. "Monetization of Smartphone Games in South Korea, Japan, and China." Journal of Korea Game Society 17, no. 2 (April 30, 2017): 75–84. http://dx.doi.org/10.7583/jkgs.2017.17.2.75.
Full textDavidovici-Nora, Myriam. "e-Sport as Leverage for Growth Strategy." International Journal of Gaming and Computer-Mediated Simulations 9, no. 2 (April 2017): 33–46. http://dx.doi.org/10.4018/ijgcms.2017040103.
Full textPerks, Matthew E. "How Does Games Critique Impact Game Design Decisions? A Case Study of Monetization and Loot Boxes." Games and Culture 15, no. 8 (August 1, 2019): 1004–25. http://dx.doi.org/10.1177/1555412019865848.
Full textHarviainen, J. Tuomas, Janne Paavilainen, and Elina Koskinen. "Ayn Rand’s Objectivist Ethics Applied to Video Game Business." Journal of Business Ethics 167, no. 4 (April 16, 2019): 761–74. http://dx.doi.org/10.1007/s10551-019-04159-y.
Full textSeaford, Richard. "ARISTOCRACY AND MONETIZATION: PLATO, PARMENIDES, HERAKLEITOS, AND PINDAR." Greece and Rome 67, no. 1 (February 28, 2020): 54–70. http://dx.doi.org/10.1017/s0017383519000226.
Full textKing, Daniel L., and Paul H. Delfabbro. "Predatory monetization schemes in video games (e.g. ‘loot boxes’) and internet gaming disorder." Addiction 113, no. 11 (June 28, 2018): 1967–69. http://dx.doi.org/10.1111/add.14286.
Full textJohnson, Mark R., and Jamie Woodcock. "“And Today’s Top Donator is”: How Live Streamers on Twitch.tv Monetize and Gamify Their Broadcasts." Social Media + Society 5, no. 4 (October 2019): 205630511988169. http://dx.doi.org/10.1177/2056305119881694.
Full textIlin, A. B., Yu S. Sizova, Yu D. Ponomareva, and S. D. Sizov. "E-SPORTS GLOBAL MARKET: CONTEMPORARY TRENDS." International Trade and Trade Policy 7, no. 2 (June 28, 2021): 47–61. http://dx.doi.org/10.21686/2410-7395-2021-2-47-61.
Full textHarvey, Alison. "The Fame Game: Working Your Way Up the Celebrity Ladder in Kim Kardashian: Hollywood." Games and Culture 13, no. 7 (February 21, 2018): 652–70. http://dx.doi.org/10.1177/1555412018757872.
Full textBarsky, Jonathan. "Fishing for whales: a segmentation model for social casinos." International Journal of Quality and Service Sciences 10, no. 4 (November 19, 2018): 400–421. http://dx.doi.org/10.1108/ijqss-06-2017-0053.
Full textSergeyeva, O. V., and N. A. Zinovyeva. "The Public Arenas of Game Streaming (on the Example of the Coronavirus Topic Representation)." Sociology of Power 32, no. 3 (October 2020): 221–41. http://dx.doi.org/10.22394/2074-0492-2020-3-221-241.
Full textXiao, Leon Y. "Regulating loot boxes as gambling? Towards a combined legal and self-regulatory consumer protection approach." Interactive Entertainment Law Review 4, no. 1 (August 2021): 27–47. http://dx.doi.org/10.4337/ielr.2021.01.02.
Full textBoghe, Kristof, Laura Herrewijn, Frederik De Grove, Kyle Van Gaeveren, and Lieven De Marez. "Exploring the Effect of In-Game Purchases on Mobile Game Use with Smartphone Trace Data." Media and Communication 8, no. 3 (August 13, 2020): 219–30. http://dx.doi.org/10.17645/mac.v8i3.3007.
Full textGarcía-Álvarez, Ercilia, Jordi López-Sintas, and Alexandra Samper-Martínez. "The Social Network Gamer’s Experience of Play." Games and Culture 12, no. 7-8 (July 20, 2015): 650–70. http://dx.doi.org/10.1177/1555412015595924.
Full textScully-Blaker, Rainforest. "Buying Time: Capitalist Temporalities in Animal Crossing: Pocket Camp." Loading 12, no. 20 (November 20, 2019): 90–106. http://dx.doi.org/10.7202/1065899ar.
Full textPaavilainen, Janne, Kati Alha, and Hannu Korhonen. "A Review of Social Features in Social Network Games." Transactions of the Digital Games Research Association 3, no. 2 (September 22, 2017). http://dx.doi.org/10.26503/todigra.v3i2.71.
Full textSkardzius, Karen. "MONETIZING RELATIONSHIPS: STREAMING ALONE WITH ALL OF YOUR FRIENDS." AoIR Selected Papers of Internet Research, October 5, 2020. http://dx.doi.org/10.5210/spir.v2020i0.11332.
Full textThorhauge, Anne Mette. "THE STEAM PLATFORM ECONOMY: CAPITALISING FROM PLAYER-DRIVEN ECONOMIES ON THE INTERNET." AoIR Selected Papers of Internet Research, October 5, 2020. http://dx.doi.org/10.5210/spir.v2020i0.11346.
Full textNumminen, Riikka, Markus Juhani Viljanen, and Tapio Pahikkala. "Bayesian inference for predicting the monetization percentage in free-to-play games." IEEE Transactions on Games, 2021, 1. http://dx.doi.org/10.1109/tg.2020.3014660.
Full textShinkawa, Hiroki, Tomonari Irie, Masanori Tanaka, and Kengo Yokomitsu. "Psychosocial Adjustment and Mental Distress Associated With In-Game Purchases Among Japanese Junior High School Students." Frontiers in Psychology 12 (August 3, 2021). http://dx.doi.org/10.3389/fpsyg.2021.708801.
Full textBombace, Michael P. "Blazing Trails: A New Way Forward for Virtual Currencies and Money Laundering." Journal For Virtual Worlds Research 6, no. 3 (September 16, 2013). http://dx.doi.org/10.4101/jvwr.v6i3.7039.
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