Academic literature on the topic 'Gaming environment'
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Journal articles on the topic "Gaming environment"
Miers, David. "THE RELATIONSHIP BETWEEN THE REGULATORY ENVIRONMENT GOVERNING COMMERCIAL GAMBLING AND THE SHAPE OF THE MARKET IN THE SUPPLY AND GAME PARAMETERS OF GAMING MACHINES." Journal of Gambling Business and Economics 7, no. 3 (December 9, 2013): 111–49. http://dx.doi.org/10.5750/jgbe.v7i3.820.
Full textBarratt, Monica J., Michael Livingston, Sharon Matthews, and Susan L. Clemens. "Gaming machine density is correlated with rates of help-seeking for problem gambling: a local area analysis in Victoria, Australia." Journal of Gambling Issues, no. 29 (October 1, 2014): 1. http://dx.doi.org/10.4309/jgi.2014.29.16.
Full textYuh, Jongil. "Aggression, social environment, and Internet gaming addiction among Korean adolescents." Social Behavior and Personality: an international journal 46, no. 1 (January 9, 2018): 127–38. http://dx.doi.org/10.2224/sbp.6664.
Full textSiemer, Julika, and Marios C. Angelides. "Integrating an Intelligent Tutoring Facility into a Gaming Simulation Environment." Journal of Information Technology 12, no. 3 (September 1997): 207–22. http://dx.doi.org/10.1177/026839629701200305.
Full textPrasad, KDV. "Gamification and its Applications." Journal of Business Strategy Finance and Management 3, no. 1-2 (December 28, 2021): 04–07. http://dx.doi.org/10.12944/jbsfm.03.01-02.02.
Full textJeong, Eui Jun, Daeyoung Lee, Sung Je Lee, and Jeonyoung Kong. "Pathological gaming in South Korean adolescents from the perspectives of self-esteem and self-control." Social Behavior and Personality: an international journal 49, no. 3 (March 10, 2021): 1–11. http://dx.doi.org/10.2224/sbp.9657.
Full textButucea, Vlad. "Gaming as Everything." Nordic Theatre Studies 32, no. 1 (May 31, 2020): 143–58. http://dx.doi.org/10.7146/nts.v32i1.120413.
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 textMonterrat, Baptiste, Élise Lavoué, and Sébastien George. "Adaptation of Gaming Features for Motivating Learners." Simulation & Gaming 48, no. 5 (June 30, 2017): 625–56. http://dx.doi.org/10.1177/1046878117712632.
Full textLee, Jean Ling. "The groundwork of casino gaming in Taiwan." International Journal for Innovation Education and Research 5, no. 3 (March 31, 2017): 77–87. http://dx.doi.org/10.31686/ijier.vol5.iss3.218.
Full textDissertations / Theses on the topic "Gaming environment"
Fohlin, Robert. "A cross-media game environment for learning." Thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-9314.
Full textRuffin, Michael. "User retention and classification in a mobile gaming environment." Thesis, California State University, Long Beach, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=1527021.
Full textGame analytics is a fast growing field where game studios are allocating valuable resources to develop sophisticated statistical models to understand user behavior and monetization habits to optimize game play and performance. Game developers' ability to understand user retention allows for game features that will generate high engagement leading to stronger overall monetization and increased lifetimes of players.
One important industry adopted metric is the percentage of users who log back into the game one day after installation, otherwise known as a one-day retention. Although this is an important metric, game studios typically allocate little resources to determining what user transactions are typically conducted on the day of installation that drive a one-day retention.
In this project, we first conduct a cluster analysis in an attempt to uncover meaningful subgroups based on players' transaction history on their first day of installation. Secondly, we use various classification methods including decision trees, logistic regression, and k-Nearest Neighbor algorithm to determine which behaviors are important in identifying whether a new user will return the following day.
Vishnumolakala, Bandhavi. "Performance Evaluation of Gaming Anywhere Server in a Virtual Environment." Thesis, Blekinge Tekniska Högskola, Institutionen för datalogi och datorsystemteknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-17169.
Full textMuhammad, Yousaf. "Evaluation and Implementation of Distributed NoSQL Database for MMO Gaming Environment." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-159864.
Full textIp, Jessica. "An augmented reality prototype for investigating tangible and virtual components in a gaming environment." Thesis, McGill University, 2011. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=103585.
Full textDepuis quelque temps, les contrôleurs de jeux vidéo évoluent en instruments à bases de capteurs qui suivent les mouvements dynamiques et naturelles, et imitent les instruments utilisés dans la vie de tous les jours. La popularité soudaine de ce type de contrôleurs nous mène à considérer si cette nouvelle manière d'interaction naturel va devenir la norme pour l'avenir du divertissement électronique. Cette notion nous a inspiré à investiguer la préférence de l'interaction physique versus les modes virtuels conventionnels. Pour accomplir ceci, un système prototype multiutilisateur a été développé en utilisant des composantes matérielles commerciales à prix modiques. Notre système comprend une caméra montée sur le plafond, qui sert de capteur principal, couplé avec un capteur de vibration pour la détection tactile et finalement un projecteur servant à projeter des graphiques sur une table. Trois applications de divertissements on été crées: un jeu de défense de tours augmenté, un jeu de dés et un jeu Settles of Catan augmenté. Ces jeux ont été développés pour tester notre hypothèse que les modes d'interactions physiques sont préférés dans des situations sociales, tandis que les modes virtuels sont plus adaptés pour des tâches banales. De plus, deux expériences ont été menées dans le contexte des deux derniers jeux pour déterminer l'effet sur le plaisir des joueurs. Nos résultats démontrent qu'il est possible d'utiliser les modes physiques ou virtuels d'interaction des jeux, mais que les modes tangibles procurent plus de bénéfices lorsqu'il y a plus de deux joueurs simultanés.
Salie, Ricardo. "The relationship between organisational commitment and turnover intentions during a restructuring process in a hospitality environment." University of the Western Cape, 2015. http://hdl.handle.net/11394/5014.
Full textSet against the tenuous relationship between government (public sector), organisations (private sector) and trade unions, employees’ commitment to the success of their respective organisations are of utmost importance. Heugens and Schenk (2004) maintains stakeholders may oppose restructuring efforts as invariably some constituencies will be likely to lose a strategic advantage as a result of drastic change such as a restructure. This reality has resulted in these stakeholders having to find a common ground to ensure economic competitiveness and longevity of South African organisations. Where this common ground has been elusive, organisations need to find the balance between profitability, environment and its people. According to the King III Report (2009, as cited in Du Plooy & Roodt, 2013) this is referred to as the triple bottom line that is profit, planet and people, which are integrally linked to employee turnover and organisational strategy. Organisational commitment is a key factor to success for organisations in order to obtain and maintain a competitive advantage. Coetzee and Botha (2012) posit that organisations in today’s competitive world require each employee to be committed to the organisation’s objectives and function as an effective team. A competitive advantage is needed to achieve high performance (Nienaber & Masibigiri, 2012). The working world has evolved from one where job security is no longer as prevalent as it used to be. Consequently and understandably, employees’ commitment to their organisations has diminished. Organisations are required to now investigate, understand and put measures in place to grow employee commitment in order have a successful business operation. This study intended to primarily establish whether a relationship exists between organisational commitment and turnover intentions amongst employees in an organisation undergoing restructuring. Additional variables namely age and tenure were used to establish if these variables have any bearing on levels of organisational commitment. The matter of organisational restructuring may act as an antecedent variable to both organisational commitment as well as turnover intentions. An organisational restructuring is likely to have a negative effect on employees’ organisational commitment. Thus, the affective commitment, continuance commitment and normative commitment of employees were also contrasted with turnover intentions. Correspondingly, news of an impending restructure may serve to increase employees’ intentions to terminate employment with the organisation. The sample included 144 respondents (n = 144) from an organisation within the hospitality industry. A method of non-probability, convenience sampling was utilised due to the nature of the study. A Biographical Questionnaire, Organisational Commitment Questionnaire and Turnover Intention Questionnaire were utilised for data collection purposes. The biographical questionnaire aimed to elicit among others important details such as gender, race, age, marital status, qualifications, language preferences and years of service were used for statistical purposes. Once the information was collected, the Pearson data analysis technique and Analysis of Variance technique were used to establish the relationships and differences between the respective variables under investigation. The results in the study indicate that significant inverse relationships exist between organisational commitment and turnover intentions. Significant differences were found in organisational commitment based on age and tenure. Similar statistically significant differences were discovered in turnover intentions according to employees’ age and tenure. Affective, continuance and normative commitment exhibited significant relationships with turnover intentions. The study in closing makes reference to the limitations experienced in the study as well as recommendations for future research especially on organisational commitment and turnover intentions of employees within a restructured or restructuring environment.
Rahman, Abu Saleh Md Mahfujur. "Suitability of searching and representing multimedia learning resources in a three-dimensional virtual gaming environment." Thesis, University of Ottawa (Canada), 2007. http://hdl.handle.net/10393/27909.
Full textLinde, Carolyn. "The perceived economic environment of rural tavern enterprises that neighbor a Native American gaming facility." Online version, 1998. http://www.uwstout.edu/lib/thesis/1998/1998lindec.pdf.
Full textKing, 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.
Full textM.A.
Department of Communication Sciences and Disorders
Health and Public Affairs
Comm Sciences & Disorders MA
Oviawe, Elizabeth. "Design and Development of Simulation-based Instruction on Meaningful Use and Interprofessionalism Core Competencies in a Healthcare Team-based Learning Environment." Diss., NSUWorks, 2018. https://nsuworks.nova.edu/gscis_etd/1043.
Full textBooks on the topic "Gaming environment"
Viren, Matti, ed. Gaming in the New Market Environment. London: Palgrave Macmillan UK, 2008. http://dx.doi.org/10.1057/9780230582613.
Full textColorado. Department of Regulatory Agencies. Office of Policy, Research, and Regulatory Reform. 2012 sunset review: Colorado Division of Gaming. Denver, Colo: Colorado Dept. of Regulatory Agencies, Office of Policy, Research and Regulatory Reform, 2012.
Find full textDeal, Tim. Broadband-enabled gaming environments. Silver Spring, MD: Pike & Fischer, 2008.
Find full textMidden, Karen Stoelzle. EGS: Environmental gaming/simulation. Carbondale, IL: [Lands View Consulting, 1991.
Find full textFerdig, Richard E. Interdisciplinary advancements in gaming, simulations and virtual environments. Hershey, PA: Information Science Reference, 2012.
Find full textTaylor, John L. Guide on simulation and gaming for environmental education. Paris: Unesco, 1985.
Find full textMultiplayer: The social aspects of digital gaming. London: Routledge, 2014.
Find full textDavid, Crookall, and Arai K. 1950-, eds. Global interdependence: Simulation and gaming perspectives : proceedings of the 22nd International Conference of the International Simulation and Gaming Association (ISAGA), Kyoto, Japan, 15-19 July 1991. Tokyo: Springer-Verlag, 1992.
Find full textManahan, Stanley E. Environmental science and technology. Boca Raton, Fla: CRC Lewis, 1997.
Find full textNew York (State). Legislature. Assembly. Standing Committee on the Judiciary. Public hearing to obtain information regarding Indian land claim, casino gaming and tax agreements: Assembly bill #5159. [Albany, N.Y.?]: Associated Reporters Int'l., Inc., 2005.
Find full textBook chapters on the topic "Gaming environment"
Centieiro, Pedro, Teresa Romão, and A. Eduardo Dias. "Playing with the Environment." In Gaming Media and Social Effects, 47–69. Singapore: Springer Singapore, 2014. http://dx.doi.org/10.1007/978-981-4560-96-2_3.
Full textCai, Wei, Conghui Zhou, Victor C. M. Leung, and Min Chen. "Environment Perception for Cognitive Cloud Gaming." In Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, 3–13. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-14254-8_1.
Full textSehic, Emdzad, Alexander Verbraeck, and Sebastiaan A. Meijer. "A Game for Requirements Formulation for a Distributed Gaming and Simulation Environment." In Frontiers in Gaming Simulation, 129–39. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-04954-0_16.
Full textPlorin, Daniel, and Egon Müller. "Developing an Ambient Assisted Living Environment Applying the advanced Learning Factory (aLF)." In Frontiers in Gaming Simulation, 69–76. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-04954-0_9.
Full textPadovani, Luca, and Alessandro Provetti. "Qsmodels: ASP Planning in Interactive Gaming Environment." In Logics in Artificial Intelligence, 689–92. Berlin, Heidelberg: Springer Berlin Heidelberg, 2004. http://dx.doi.org/10.1007/978-3-540-30227-8_58.
Full textViren, Matti. "Introduction." In Gaming in the New Market Environment, 1–22. London: Palgrave Macmillan UK, 2008. http://dx.doi.org/10.1057/9780230582613_1.
Full textFarrell, Lisa. "When Welfare Economics and Gambling Studies Collide." In Gaming in the New Market Environment, 23–53. London: Palgrave Macmillan UK, 2008. http://dx.doi.org/10.1057/9780230582613_2.
Full textForrest, David. "Demand Issues in the Market for Lotto and Similar Games." In Gaming in the New Market Environment, 54–74. London: Palgrave Macmillan UK, 2008. http://dx.doi.org/10.1057/9780230582613_3.
Full textWalker, Ian. "Lottery Design Lessons from the Dismal Science." In Gaming in the New Market Environment, 75–98. London: Palgrave Macmillan UK, 2008. http://dx.doi.org/10.1057/9780230582613_4.
Full textSmith, Sarah. "Lotteries as a Source of Revenue." In Gaming in the New Market Environment, 99–125. London: Palgrave Macmillan UK, 2008. http://dx.doi.org/10.1057/9780230582613_5.
Full textConference papers on the topic "Gaming environment"
Zainal Abidin, Noor Fardela, and Robert Wellington. "Simulated Gaming Environment for Ethnography Research." In Annual International Conferences on Computer Games, Multimedia and Allied Technology. Global Science & Technology Forum (GSTF), 2011. http://dx.doi.org/10.5176/978-981-08-8227-3_cgat11-13.
Full textConconi, Alex, Todor Ganchev, Otilia Kocsis, George Papadopoulos, Fernando Fernández-Aranda, and Susana Jiménez-Murcia. "PlayMancer: A Serious Gaming 3D Environment." In 2008 International Conference on Automated Solutions for Cross Media Content and Multi-Channel Distribution (AXMEDIS). IEEE, 2008. http://dx.doi.org/10.1109/axmedis.2008.29.
Full textMcGlothlin, M. "Ready, aim, fire: legitimizing the gaming environment." In DIGITAL ARCHITECTURE 2006. Southampton, UK: WIT Press, 2006. http://dx.doi.org/10.2495/darc060221.
Full text"PlayMancer : A European Serious Gaming 3D Environment." In The Second International Workshop on e-Health Services and Technologies. SciTePress - Science and and Technology Publications, 2008. http://dx.doi.org/10.5220/0001898900510059.
Full textGrosu, Corina, and Marta Grosu. "Serious gaming: Environmental impact through math." In 2017 International Conference on Energy and Environment (CIEM). IEEE, 2017. http://dx.doi.org/10.1109/ciem.2017.8120855.
Full textKenesi, Z., G. Kiss, J. Levendovszky, and S. Molnar. "Optimizing Multiplayer Gaming Protocols for Heterogeneous Network Environment." In 2007 IEEE International Conference on Communications. IEEE, 2007. http://dx.doi.org/10.1109/icc.2007.269.
Full textWu, You, Lara Schmidt, Matthew Parker, John Strong, Michael Bruns, and Viniyak Karthik Ramani. "ACTIVE-Hand: Automatic Configurable Tactile Interaction in Virtual Environment." In ASME 2012 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2012. http://dx.doi.org/10.1115/detc2012-71326.
Full textManuaba, Ida Bagus Kerthyayana. "Response models for series of commands in gaming environment." In 2016 2nd International Conference on Science in Information Technology (ICSITech). IEEE, 2016. http://dx.doi.org/10.1109/icsitech.2016.7852613.
Full textVazquez, Marynel, Alexander May, Aaron Steinfeld, and Wei-Hsuan Chen. "A deceptive robot referee in a multiplayer gaming environment." In 2011 International Conference on Collaboration Technologies and Systems (CTS). IEEE, 2011. http://dx.doi.org/10.1109/cts.2011.5928688.
Full textAhmad, Imran Shafiq, Songqiao Sun, and Boubakeur Boufama. "Agent-based Crowd Simulation Modeling in a Gaming Environment." In 2018 6th International Conference on Multimedia Computing and Systems (ICMCS). IEEE, 2018. http://dx.doi.org/10.1109/icmcs.2018.8525969.
Full textReports on the topic "Gaming environment"
Orvis, Karin A., Kara L. Orvis, James Belanich, and Laura N. Mullin. The Influence of Trainee Gaming Experience and Computer Self-Efficacy on Learner Outcomes of Videogame-Based Learning Environments. Fort Belvoir, VA: Defense Technical Information Center, June 2005. http://dx.doi.org/10.21236/ada437016.
Full textOlefirenko, Nadiia V., Ilona I. Kostikova, Nataliia O. Ponomarova, Liudmyla I. Bilousova, and Andrey V. Pikilnyak. E-learning resources for successful math teaching to pupils of primary school. [б. в.], September 2019. http://dx.doi.org/10.31812/123456789/3266.
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