Journal articles on the topic 'Paid games'
Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles
Consult the top 50 journal articles for your research on the topic 'Paid games.'
Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.
You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.
Browse journal articles on a wide variety of disciplines and organise your bibliography correctly.
Costa, Liliana Vale, and Ana Isabel Veloso. "Factors Influencing the Adoption of Video Games in Late Adulthood." International Journal of Technology and Human Interaction 12, no. 1 (January 2016): 35–50. http://dx.doi.org/10.4018/ijthi.2016010103.
Full textAlonso-Sanz, Ramón. "Spatial correlated games." Royal Society Open Science 4, no. 11 (November 2017): 171361. http://dx.doi.org/10.1098/rsos.171361.
Full textMusa, Azlina. "Graphic Technology in Computer Games at Internet Shop Pay for Teenage Impications." Journal of Computational and Theoretical Nanoscience 17, no. 2 (February 1, 2020): 1302–5. http://dx.doi.org/10.1166/jctn.2020.8804.
Full textTseng, Fan-Chen, and Ching-I. Teng. "An Empirical Investigation into the Sources of Customer Dissatisfaction with Online Games." International Journal of E-Business Research 7, no. 4 (October 2011): 17–30. http://dx.doi.org/10.4018/jebr.2011100102.
Full textLavenir, Gabrielle, and Nicolas Bourgeois. "Old people, video games and french press: A topic model approach on a study about discipline, entertainment and self-improvement." MedieKultur: Journal of media and communication research 33, no. 63 (November 2, 2017): 20. http://dx.doi.org/10.7146/mediekultur.v33i63.24749.
Full textSokolov, E. S. "Games That Kill Us: Video Games and Violence in the Russian Printed Media Discourse." Sociology of Power 32, no. 3 (October 2020): 165–88. http://dx.doi.org/10.22394/2074-0492-2020-3-165-188.
Full textYu, Wan-Chuan. "Game Method in Preschool English Teaching." International Journal of English Language Education 4, no. 1 (January 10, 2016): 93. http://dx.doi.org/10.5296/ijele.v4i1.8845.
Full textOrlova, Lyubov K. "Intensification of the process of a foreign language communicative competence formation with the help of computer games." Science and School, no. 3, 2020 (2020): 172–78. http://dx.doi.org/10.31862/1819-463x-2020-3-172-178.
Full textXu, Qingbing. "Analysis of the Application of Basketball Games in College Basketball Teaching." Lifelong Education 9, no. 4 (July 22, 2020): 244. http://dx.doi.org/10.18282/le.v9i4.972.
Full textGillani, Umar Farooq, Muhammad Ishfaq Khan, Manzar Waseem Ishaq, Kashif Aziz, and Muhammad Nawas Akram. "The Factors of Why the People of Pakistan Do Not Purchase Paid Apps." International Journal of Online Marketing 10, no. 2 (April 2020): 44–56. http://dx.doi.org/10.4018/ijom.2020040104.
Full textIsmailova, Shamsia. "Use Of Game Technologies In The Process Of Professional Training." American Journal of Social Science and Education Innovations 03, no. 01 (January 31, 2021): 595–99. http://dx.doi.org/10.37547/tajssei/volume03issue01-103.
Full textAarseth, Espen. "Doors and Perception: Fiction vs. Simulation in Games." Jouer, no. 9 (August 10, 2011): 35–44. http://dx.doi.org/10.7202/1005528ar.
Full textO’Hagan, Minako. "Putting Pleasure First: Localizing Japanese Video Games." TTR 22, no. 1 (October 21, 2010): 147–65. http://dx.doi.org/10.7202/044785ar.
Full textKlimas, Patrycja. "Current Revenue (Monetisation) Models of Video Gamę Developers." Journal of Management and Financial Sciences, no. 28 (July 29, 2019): 119–36. http://dx.doi.org/10.33119/jmfs.2017.28.5.
Full textVidaña-Pérez, Dèsirée, Ariela Braverman-Bronstein, Ana Basto-Abreu, Inti Barrientos-Gutierrez, Rainer Hilscher, and Tonatiuh Barrientos-Gutierrez. "Sexual content in video games: an analysis of the Entertainment Software Rating Board classification from 1994 to 2013." Sexual Health 15, no. 3 (2018): 209. http://dx.doi.org/10.1071/sh17017.
Full textКолома, Хосе, Hose Koloma, Дебора Гарсия, and Debora Garsiya. "Modern Means of Communication and Their Impact on the Social, Cultural and Intellectual Development of a Child." Primary Education 7, no. 3 (July 1, 2019): 31–36. http://dx.doi.org/10.12737/article_5d0c81408eb300.70354348.
Full textСоснина, Е., and E. Sosnina. "Formation of Skills of Self-Control by a Younger School Child (Target Setting)." Primary Education 7, no. 4 (September 10, 2019): 27–32. http://dx.doi.org/10.12737/article_5d639e926cdf47.32096926.
Full textSiegel, Ron. "Asymmetric Contests with Conditional Investments." American Economic Review 100, no. 5 (December 1, 2010): 2230–60. http://dx.doi.org/10.1257/aer.100.5.2230.
Full textBall, Sheryl B., and Charles A. Holt. "Classroom Games: Speculation and Bubbles in an Asset Market." Journal of Economic Perspectives 12, no. 1 (February 1, 1998): 207–18. http://dx.doi.org/10.1257/jep.12.1.207.
Full textHo, Jeffrey C. F., and Xinzhi Zhang. "Strategies for Marketing Really New Products to the Mass Market: A Text Mining-Based Case Study of Virtual Reality Games." Journal of Open Innovation: Technology, Market, and Complexity 6, no. 1 (December 25, 2019): 1. http://dx.doi.org/10.3390/joitmc6010001.
Full textMiarka, Bianca, Ciro José Brito, John Amtmann, Cláudio Córdova, Fabio dal Bello, and Suzi Camey. "Suggestions for Judo Training with Pacing Strategy and Decision Making by Judo Championship Phases." Journal of Human Kinetics 64, no. 1 (October 15, 2018): 219–32. http://dx.doi.org/10.1515/hukin-2017-0196.
Full textO'Keefe, Roger. "The “Right to Take Part in Cultural Life” Under Article 15 of the ICESCR." International and Comparative Law Quarterly 47, no. 4 (October 1998): 904–23. http://dx.doi.org/10.1017/s002058930006259x.
Full textHilgard, Joseph, Christopher R. Engelhardt, and Bruce D. Bartholow. "Brief use of a specific gun in a violent game does not affect attitudes towards that gun." Royal Society Open Science 3, no. 11 (November 2016): 160310. http://dx.doi.org/10.1098/rsos.160310.
Full textPrice, Erica. "The Sellers of Catan: The Impact of the Settlers of Catan on the United States Leisure and Business Landscape, 1995-2019." Board Game Studies Journal 14, no. 1 (October 1, 2020): 61–82. http://dx.doi.org/10.2478/bgs-2020-0004.
Full textKoloskov, Evgenii A. "House of Flowers: An Analysis of the Image of Yugoslavia in Video Games." Slavic World in the Third Millennium 15, no. 3-4 (2020): 85–101. http://dx.doi.org/10.31168/2412-6446.2020.15.3-4.06.
Full textZendle, David, Rachel Meyer, and Harriet Over. "Adolescents and loot boxes: links with problem gambling and motivations for purchase." Royal Society Open Science 6, no. 6 (June 2019): 190049. http://dx.doi.org/10.1098/rsos.190049.
Full textLi, Juan. "Study on Sports Games Based on Smart Materials." Applied Mechanics and Materials 484-485 (January 2014): 22–25. http://dx.doi.org/10.4028/www.scientific.net/amm.484-485.22.
Full textTIMMER, JUDITH, PETER BORM, and STEF TIJS. "CONVEXITY IN STOCHASTIC COOPERATIVE SITUATIONS." International Game Theory Review 07, no. 01 (March 2005): 25–42. http://dx.doi.org/10.1142/s0219198905000387.
Full textBreuer, Johannes, Michael Scharkow, and Thorsten Quandt. "Tunnel Vision or Desensitization?" Journal of Media Psychology 26, no. 4 (January 1, 2014): 176–88. http://dx.doi.org/10.1027/1864-1105/a000122.
Full textKreps, T. V. "Business games as a component of interactive learning in a tourist college." Scientific bulletin of the Southern Institute of Management, no. 4 (January 28, 2020): 124–28. http://dx.doi.org/10.31775/2305-3100-2019-4-124-128.
Full textSzatkowska, Weronika Zuzanna. "Enhancing Inclusion within Responsible Innovation Process through Serious Gaming." Media - Kultura - Komunikacja Społeczna 4, no. 16 (May 18, 2021): 13–29. http://dx.doi.org/10.31648/mkks.6742.
Full textShepel, Maryna. "DEVELOPMENT OF THE FUTURE MANAGERS’ DEONTOLOGICAL CULTURE IN THE PROCESS OF TEACHING A FOREIGN LANGUAGE." Continuing Professional Education: Theory and Practice, no. 2 (2020): 50–56. http://dx.doi.org/10.28925/1609-8595.2020.2.7.
Full textГостев, Андрей, and Andrey Gostev. "Childhood As the Main Victim of Total Psychomanipulation: Reflections on the New Textbook." Scientific Research and Development. Socio-Humanitarian Research and Technology 6, no. 3 (October 12, 2017): 98–104. http://dx.doi.org/10.12737/article_59df6b86b2b7a1.94506353.
Full textZakirov, Artem Iskhakovich. "Physical training of referees in hockey: analysis of the degree of development of the problem in the scientific literature." KANT 38, no. 1 (March 2021): 240–43. http://dx.doi.org/10.24923/2222-243x.2021-38.49.
Full textFaizullin, Rinat. "Game Reproduction of the Queuing System as an Economic Laboratory Experiment." SHS Web of Conferences 110 (2021): 01050. http://dx.doi.org/10.1051/shsconf/202111001050.
Full textHykšová, Magdalena, Anna Kalousová, and †Ivan Saxl. "EARLY HISTORY OF GEOMETRIC PROBABILITY AND STEREOLOGY." Image Analysis & Stereology 31, no. 1 (March 15, 2012): 1. http://dx.doi.org/10.5566/ias.v31.p1-16.
Full textGladkaya, E. F. "Game as a Way to Enhance Students’ Cognitive Activity." Higher Education in Russia 27, no. 10 (December 3, 2018): 161–67. http://dx.doi.org/10.31992/0869-3617-2018-27-10-161-167.
Full textCallens, Hanna. "Kidfluencer marketing in the video game industry." Interactive Entertainment Law Review 3, no. 1 (September 1, 2020): 44–54. http://dx.doi.org/10.4337/ielr.2020.01.04.
Full textAlonso-Sanz, Ramón, and Haozhen Situ. "Quantum Fuzzy Game Simulation." Parallel Processing Letters 29, no. 03 (September 2019): 1950010. http://dx.doi.org/10.1142/s0129626419500105.
Full textWeibel, David, and Bartholomäus Wissmath. "Immersion in Computer Games: The Role of Spatial Presence and Flow." International Journal of Computer Games Technology 2011 (2011): 1–14. http://dx.doi.org/10.1155/2011/282345.
Full textGregersen, Andreas. "Genre, technology and embodied interaction: The evolution of digital game genres and motion gaming." MedieKultur: Journal of media and communication research 27, no. 51 (November 15, 2011): 16. http://dx.doi.org/10.7146/mediekultur.v27i51.4084.
Full textVasiliev, A. A., E. A. Remmikh, and V. А. Borisov. "TAX PECULIARITIES OF COMPUTER GAMES’ PRODUCERS. PROSPECTS FOR ESTABLISHING A NEW “DIGITAL TAX”." Russian-Asian Legal Journal, no. 4 (December 23, 2020): 13–19. http://dx.doi.org/10.14258/ralj(2020)4.3.
Full textDauren, Zh, К. Abdreimova, S. Shyrshykbayev, D. Sadykova, and D. Tashkeev. "Methods of teaching national games at physical education lessons of educational institutions." Pedagogy and Psychology 43, no. 2 (June 30, 2020): 218–23. http://dx.doi.org/10.51889/2020-2.2077-6861.29.
Full textZdravkova, Katerina. "Learning computer ethics and social responsibility with tabletop role-playing games." Journal of Information, Communication and Ethics in Society 12, no. 1 (March 4, 2014): 60–75. http://dx.doi.org/10.1108/jices-09-2013-0038.
Full textBossen, Daniël, Aline Broekema, Bart Visser, Annette Brons, Annieck Timmerman, Faridi van Etten-Jamaludin, Katja Braam, and Raoul Engelbert. "Effectiveness of Serious Games to Increase Physical Activity in Children With a Chronic Disease: Systematic Review With Meta-Analysis." Journal of Medical Internet Research 22, no. 4 (April 1, 2020): e14549. http://dx.doi.org/10.2196/14549.
Full textJoseph, Daniel James. "The Discourse of Digital Dispossession: Paid Modifications and Community Crisis on Steam." Games and Culture 13, no. 7 (February 27, 2018): 690–707. http://dx.doi.org/10.1177/1555412018756488.
Full textMendes, Cassandro, and Sabino Junior. "Corruption and Deforestation: a differential game model." Business and Economic Research 6, no. 1 (June 23, 2016): 481. http://dx.doi.org/10.5296/ber.v6i1.9166.
Full textTatyana B., Mikheeva, and Nichiporyuk Elena A. "Psychological and Pedagogical Foundations of the Process of Teaching English to Preschoolers." Scholarly Notes of Transbaikal State University 16, no. 2 (May 2021): 27–33. http://dx.doi.org/10.21209/2658-7114-2021-16-2-27-33.
Full textMeftah, Chaimae, Asmaâ Retbi, Samir Bennani, and Mohamed Khalidi Idrissi. "Mobile Serious Game Design using User Experience: Modeling of Software Product Line Variability." International Journal of Emerging Technologies in Learning (iJET) 14, no. 23 (December 6, 2019): 55. http://dx.doi.org/10.3991/ijet.v14i23.10899.
Full textIngrassia, Christopher Michael. "Revitalizing Keno: A Call for Pattern-Based Proposition Bets." Journal of Gambling Business and Economics 13, no. 2 (December 11, 2020): 3–14. http://dx.doi.org/10.5750/jgbe.v13i2.1806.
Full text