Academic literature on the topic 'Subscription model in gaming'

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Journal articles on the topic "Subscription model in gaming"

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Khatri, Tanya. "UNDERSTANDING ADOPTION FACTORS OF SUBSCRIPTION BASED ENTERTAINMENT SERVICES AMONG CONSUMERS IN INDIA." INFORMATION TECHNOLOGY IN INDUSTRY 9, no. 1 (March 10, 2021): 795–809. http://dx.doi.org/10.17762/itii.v9i1.200.

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The market of subscription-based entertainment services in India has grown in the last few years, due to the changing lifestyle, preferences and the deluge of choices that are there for the customers. There has been a substantial increase in Customer acquisition especially in paid streaming video, music and gaming subscriptions. People are adding new services to have access to new and diversified content which is more personalized and offer them a more enriching experience. The market for subscription model-based entertainment services in India has seen growing trends and offers an opportunity to understand the consumer preferences better. A trend in Indian customers has shown the preference of streaming services over buying or downloading it. The objective of this paper is to identify the factors influencing the subscribing intention of the entertainment services in India. In this paper, quantitative descriptive cross-sectional research design has been used, a hundred and fifty-four people were chosen through a systematic random sampling technique from different demographics. The people were categorised into different age groups such as Gen-Z (14-23 years), Millennials (24-37 years) and Gen-X (38-54 years) and then their preferences were studied based on their answers in survey questionnaire. Along with age there were other demographic factors that were taken into consideration to draw the conclusions. In general, descriptive results show that the interviewed consumers have subscribed to these channels and the consumer base for these services is here to stay.
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Nevskaya, Yulia, and Paulo Albuquerque. "How Should Firms Manage Excessive Product Use? A Continuous-Time Demand Model to Test Reward Schedules, Notifications, and Time Limits." Journal of Marketing Research 56, no. 3 (March 25, 2019): 379–400. http://dx.doi.org/10.1177/0022243718821698.

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Several industries have recently been criticized by parents, think tanks, and governments for creating product environments that lead to excessive screen usage. If firms do not properly manage product usage, demand may drop, and public policy makers may intervene. The authors of this study test alternative ways to manage the use of such products: redesigning the timing of rewards, introducing notifications to users, and imposing time limits. A continuous-time demand model is proposed and empirically estimated with high-frequency data. The methodology is flexible enough to simultaneously explain multiple usage decisions that happen in quick succession, such as when to start and stop usage and how to respond to rewards or messages from the firm. The approach is implemented on a data set from the online gaming industry that includes usage decisions of a large sample of individuals. The authors find that improving reward schedules and imposing time limits leads to shorter usage sessions and longer product subscriptions—a win-win outcome. Notifications are found not to be useful to manage product usage.
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Buono, Frank D., Erina Paul, Matthew E. Sprong, Emma C. Smith, Amir Garakani, and Mark D. Griffiths. "Gaming and Gaming Disorder: A Mediation Model Gender, Salience, Age of Gaming Onset, and Time Spent Gaming." Cyberpsychology, Behavior, and Social Networking 23, no. 9 (September 1, 2020): 647–51. http://dx.doi.org/10.1089/cyber.2019.0445.

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Kiili, Kristian. "Evaluations of an Experiential Gaming Model." Human Technology: An Interdisciplinary Journal on Humans in ICT Environments 2, no. 2 (October 31, 2006): 187–201. http://dx.doi.org/10.17011/ht/urn.2006518.

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Bantz, D. F., A. Mohindra, and D. G. Shea. "The emerging model of subscription computing." IT Professional 4, no. 4 (July 2002): 27–32. http://dx.doi.org/10.1109/mitp.2002.1046641.

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VASILYEV, V. S. "MONETIZATION DECISION MAKING MODEL FOR GAMING INDUSTRY." Scientific Works of the Free Economic Society of Russia 224, no. 4 (2020): 554–69. http://dx.doi.org/10.38197/2072-2060-2020-224-4-554-569.

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Shin, KwangSik, Jinhyuk Kim, Kangmin Sohn, Chang Joon Park, and SangBang Choi. "Transformation Approach to Model Online Gaming Traffic." ETRI Journal 33, no. 2 (April 7, 2011): 219–29. http://dx.doi.org/10.4218/etrij.11.1510.0087.

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Deterding, Sebastian. "Interaction Tension: A Sociological Model of Attention and Emotion Demands in Video Gaming." Media and Communication 7, no. 4 (December 20, 2019): 226–36. http://dx.doi.org/10.17645/mac.v7i4.2366.

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Video gaming actively demands players’ attention, affording positive experiences like flow. Recent research has suggested to extend analysis from cognitive and physical to the social and emotional demands of gameplay. This article argues that Erving Goffman’s concept of interaction tension offers a promising theoretical model for social demands. We report a re-analysis of qualitative interview data on the social norms of video gaming corroborating the model. As suggested by Goffman (1961) for gaming, video gaming features rich social norms regarding involvement. When spontaneously experienced and normatively demanded involvement misalign, players experience self-conscious disinvolvement and engage in unenjoyable, effortful self-control of their experienced and displayed involvement.
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Hooker, Robert, Molly Wasko, David Paradice, Robin Teigland, and Charles Hofacker. "Beyond gaming." Information Technology & People 32, no. 6 (December 2, 2019): 1397–422. http://dx.doi.org/10.1108/itp-11-2017-0407.

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Purpose The purpose of this paper is to test flow as a construct distinctly separate from its antecedents, and the resulting impact on brand attitudes and purchase intent within realistic online shopping three-dimensional virtual environments (3-DVEs). Design/methodology/approach This research utilizes a field study, combined with a survey research design of 348 3-DVE participants. Findings The findings reveal that flow is not a unidimensional construct but rather, a mental state that should be measured separately from its antecedents, with the possibility that certain antecedents may be more relevant than others in different activities. Furthermore, the authors received strong support for the overarching hypothesized model separating the nine dimensions associated with engagement in an activity as antecedents of flow, which, in turn, influences brand attitude and thereafter purchase intention. Research limitations/implications This study was limited to one type of activity within one 3-DVE but is balanced by the difficulty in gaining access to organizations and computer-mediated environments of this type for examining such phenomena. Practical implications Businesses using 3-DVEs to market brands should focus their efforts on creating highly enjoyable experiences that result in the feeling of a loss of sense of time for the participants in order to ultimately positively influence purchase intentions. Originality/value Prior research focused on fantasy-based, game-oriented environments, while also neglecting to test all elements of flow, examining “similar to flow” constructs or measuring flow as a unidimensional construct.
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Quandt, Richard E. "Simulation model for journal subscription by libraries." Journal of the American Society for Information Science 47, no. 8 (August 1996): 610–17. http://dx.doi.org/10.1002/(sici)1097-4571(199608)47:8<610::aid-asi5>3.0.co;2-w.

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Dissertations / Theses on the topic "Subscription model in gaming"

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Mikael, Svärd. "The Subscription Payment Model In The Games Industry." Thesis, KTH, Skolan för industriell teknik och management (ITM), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-292741.

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This thesis aims to examine the current state of business models among game developers and how subscription licensing between platforms and developers currently works. With this foundation the potential future impacts are discussed. The thesis accomplishes this by interviewing developers and using literature data from interviews, articles, and market research. The findings are that the business models of the gaming industry are diverse but that they are tied to the type of game they are implemented in, certain models work better on certain types of games and certain platforms. The agreements surrounding the subscription model between developers and platforms are currently about revenue guarantees or advance payments plus revenue inside games. There is much uncertainty about how the agreements will look in the future. How the agreements are designed will impact developers greatly and change how content is designed and made.
Det här examensarbetet ämnar undersöka hur affärsmodeller används bland utvecklare i spelindustrin och hur prenumerationsliscensering mellan plattformar och utvecklare fungerar idag. Med denna grund diskuteras i examensarbetet den möjliga framtida påverkan av detta. Detta görs med hjälp av intervjuer med utvecklare samt en litteraturstudie med data från intervjuer, artiklar och rapporter. Resultaten är att affärsmodeller inom spelindustrin är spridda i spelindustrin och att de är bundna till vilken slags spel de implementeras i, vissa modeller fungerar bättre i vissa spel och plattformar. Prenumerationsmodellen mellan plattformar och utvecklare kretsar idag kring vinstgarantier och förbetalning plus vinst inuti spel. Det finns en stor osäkerhetkring hur förhållandet kommer se ut i framtiden och hur det ser ut kommer påverka utvecklare och speldesign till hög grad.
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Gillani, Syed Muhammad Farhan. "Evaluation of Games Monetization Approaches : A case study on PlayersUknown’s Battlegrounds (PUBG)." Thesis, Högskolan Dalarna, Institutionen för information och teknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:du-37490.

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Video games have become a great source of entertainment and emerged as a massive industry in the past few decades. Technological advancements and evolution of smartphones have made it easier for developers to develop and launch their games on different platforms mostly in digital form. Where the technology has facilitated game developers, it has also made this industry very competitive. Companies/developers need to consistently review their monetization strategies and make necessary changes to them in order to stay profitable. This study evaluates the monetization approaches of a case game by conducting a public survey. By analyzing the responses received from users from different regions of the world, this study found out how users from different regions have different attitudes towards gaming and how these can affect monetization approaches. Users from different regions spend time on gaming differently and their total number of gaming hours also vary. The findings from the thesis show that the specific hours might be a potential for gaming companies monetization investigation. In-game advertisements is one of the most popular monetization approaches and majority of the users from all age groups, regions, genders, and professions have no issues watching ads to receive some in-game benefits. Similarly, in-app purchase model of the case game proved to be very popular among its users. Subscriptions model, on the other hand, may prove to be another popular model for generating revenue, however, the company needs to address some issues to make users continue with their subscriptions. This study points out some reasons why users stop spending money on the case game. The study identifies some mitigation points as potential aspects that might have impact on monetization.
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Fjellström, William, and Vladislav Snitko. "Disruptive business model transitioning in B2B : A subscription-based approach for Industry 4.0." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik, konst och samhälle, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-86199.

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Industry 4.0 has introduced technologies such as machine learning, Internet of Things (IoT), and cloud computing, which has disrupted markets across different industries. These technologies are prime examples of what has come to be known as disruptive innovations. With the advancement of disruptive innovations, organizations are constantly looking for new ways to satisfy customer needs. Therefore, organizations have begun to investigate alternative business models that differ from the conventional way of selling products/services. Within B2C-markets, the rise of subscription-based services has not gone unnoticed and has turned into a prominent business model among Fortune-500 organizations. Within B2B-practices however, subscription-based business models are mostly unheard of. Therefore, the purpose of this study was to examine how IndustryInternet of Things (IIoT) solution providers successfully can transition to a subscription-based business model when launching IoT-based disruptive innovations in industry 4.0 B2B-markets. This purpose was investigated in a quantitative study by constructing a questionnaire based on an adjusted six-factor Unified Theory of Acceptance and Use of Technology 2 (UTAUT2) model. The model was used to stipulate factors influencing buying intention for IoT-technologies. The study was further complemented by qualitative interviews, which aimed to shed more light on buyer's perception of subscription-based business models for IoT-technologies. The respondents consisted of purchasing function employees within the chemical-, food and beverage-, and life sciences industries in Scandinavia and the US. The quantitative results showed that performance expectancy had the most significant impact on buying intention. The qualitative results stipulated themes based on each UTAUT2 factor while also enlightening how interviewees emphasize the importance of not hiding costs and raised concerns regarding the transfer of data ownership when purchasing IoT-technologies. To conclude, the authors stipulated a conceptual framework for the implementation of subscription-based business models when introducing of IoT-technologies within B2B-markets.
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Holm, Thelma, and Ebba Westin. "The effects of a subscription-based business model : A qualitative study of women who consume menstrual hygiene products and how subscription-based business models influence customer experience." Thesis, Linnéuniversitetet, Institutionen för marknadsföring (MF), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-104533.

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In recent years, menstruation and menstruation hygiene products has had an increased interest, which has resulted in the topic being debated in many parts of the world. Change has been encouraged and some countries have acted to facilitate women's consumption of menstrual hygiene products. Sweden is not one of those countries, which means that menstrual hygiene products are neither free nor have reduced prices in the stores. Therefore, new business models such as online subscriptions need to be explored to increase the availability of menstrual hygiene products in the Swedish society. It can facilitate the buying process for women who consume the products, as the alternatives increase. The purpose of this thesis is to gain knowledge on how subscription-based business models influence the customer experience for women who consume menstrual hygiene products. New research is required to provide a perception of how subscriptions affect customers’ expectations and experience, which can result in a greater understanding of women's customer experience in this area. An interview guide was designed based on previous research and theories to be implemented in the focus groups which constituted the empirical findings. The findings were conducted by using a qualitative exploratory study of four focus groups with four participants in each. The thesis has used the conceptual framework when analyzing the empirical datawith the previous research to be able to identify patterns, similarities and differences. The conclusion of this thesis is that subscriptions to menstrual hygiene products can generate benefits that differ from one-time purchases. Menstruation and menstrual hygiene products is a sensitive topic that requires greater availability on the swedish market and subscriptions are one option. Identified touchpoints are flexibility, convenience, simplicity and time savings, which has a positive effect on the customer experience. Although, customer experience is defined differently and has individual meanings depending on the person. Therefore, it is challenging to measure the customer experience as the influencing factors vary between different people. Though, preferences for what affects the customer experience differ tosome extent between the age groups. Some barriers have been identified and the most prominent is irregular menstruationwhich can make subscriptions more complicated.
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Viertelhausen, Arne [Verfasser]. "Business Model Gaming : Entwicklung innovativer Geschäftsmodelle für die Elektromobilität / Arne Viertelhausen." Aachen : Shaker, 2017. http://d-nb.info/1138178586/34.

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Alexander, Roger Kirk. "A Tractable Cross-Nested Logit Model For Evaluating Two-Way Interconnection Competition With Multiple Network Subscription." Diss., Economics, George Washington University, 2004. http://hdl.handle.net/1961/119.

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Degree awarded (2004): PhDEc, Economics, George Washington University
This research introduces a new theoretical framework for the analysis of access pricing (the prices that networks charge each other for the completion of calls) and the modeling of network interconnection competition. Prior work on two-way access by Armstrong (1998), Laffont, Rey and Tirole (1998), and Carter and Wright (1999), et al has been built on a two-network Hotelling (1929) differentiated competition model applied to network interconnection. The current research develops an alternative approach that is based on a cross-nested logit (CNL) discrete/continuous consumer choice model with a constant elasticity of substitution (CES) calling utility specification. A principal contribution of the new modeling framework is that in addition to being able to analyze interconnection competition among multiple networks, it is designed to incorporate the element of multiple network subscription where consumers may simultaneously subscribed to more than one type of access network. By introducing multiple-network subscription and usage substitution for users subscribed to multiple networks, the analysis allows more general assessments to be made of the impact of access pricing schemes on the degree of competition between interconnected networks. The model is also not restricted to assumptions of homogeneity in calling on the differentiated networks but can incorporate call differentiation according to network type. The model is applied to evaluate the effects of dual network subscription and asymmetric network competition and to assess multi-network competition in an environment served by two mobile networks and a fixed, wireline network. While confirming the results of prior single network subscription analysis, a central finding of the research based on the developed model is that while network competition is intensified when dual network subscription occurs, negotiated access charges between connected networks continue to serve as an instrument of collusion even in cases of non-linear (two-part) consumer tariffs.
Advisory Committee: John Kwoka, Christopher Snyder (Chair), Sumit Joshi
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Stříbrský, Vojtěch. "Reporting tržeb společností podnikajících v e-commerce." Master's thesis, Vysoká škola ekonomická v Praze, 2012. http://www.nusl.cz/ntk/nusl-165885.

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The aim of this diploma thesis is to create reporting as a set of methods for analyzing and interpreting the results of processes and events that are directly involved in the creation of sales and value of a firm in the subscription model of internet business. The thesis is focused on the reporting of historical results and performance. The methodology focuses on the identification of the characteristics and conditions describing the nature of the subscription business model and related consumer behavior. On this basis is compiled set of appropriate analysis for reporting of key facts. Achieved results are subjected to the analysis that examine the revenues from the perspective of the factors influencing the effectiveness of their creation and maintenance in the future. Practical part carries out analysis over the modeled data through SQL database queries that build the final reporting. Conclusions of the diploma thesis describe findings in achievement, effectiveness and risks that arise from the underlying data of model company. The conclusion states information usefulness and possible application of the reporting solution in real company.
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Phillips, WooMi Jo. "Senior casino motivation and gaming intention : an extended theory of planned behavior model." Diss., Manhattan, Kan. : Kansas State University, 2009. http://hdl.handle.net/2097/1124.

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Cashin, David F. "Validation and analysis of the Enhanced Naval Warfare Gaming System release 2 cruise missile model." Thesis, Monterey, California. Naval Postgraduate School, 1989. http://hdl.handle.net/10945/27328.

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King, 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.

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The purpose of the present study is to test the feasibility of implementing a video-game based intervention protocol as a means to improve therapy compliance in school age children with hyperfunctional voice disorders. Three levels of modification were made to an existing entertainment software program in order to implement the therapeutic protocol and test compatibility. The third level of modification included a two-phase quasi-experimental single subject design with a school age participant receiving the video game therapy protocol and traditional therapy for equal time. The independent variables for this study included the mode of voice therapy delivery (traditional vs. video game). The dependent variables included therapy compliance, perceptual evaluations and acoustic measures. This study found that a purely entertainment video game can be implemented as a therapeutic protocol for a school age child diagnosed with a vocal pathology. Results illustrated no change in compliance with non-traditional therapy versus traditional therapy. However, perceptual measures improved post treatment for breathiness, strain and overall severity, as well as significant differences for mean amplitude. Discussion will focus on implications of employing video game based therapy and design of future studies.
M.A.
Department of Communication Sciences and Disorders
Health and Public Affairs
Comm Sciences & Disorders MA
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Books on the topic "Subscription model in gaming"

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Gaming control law: The Nevada model-principles, statutes, and cases. Columbus, Ohio: Publishing Horizons, 1985.

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Cashin, David F. Validation and analysis of the Enhanced Naval Warfare Gaming System release 2 cruise missile model. Monterey, Calif: Naval Postgraduate School, 1989.

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Tulenko, Edward. The design and development of a Gaming interface for the System Dynamics Model of Software Project Management. Monterey, Calif: Naval Postgraduate School, 1989.

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Fickle, Tara. Race Card: From Gaming Technologies to Model Minorities. New York University Press, 2019.

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Miniature Figures: From Model Soldiers to Fantasy Gaming. Crabtree Publishing Company, 2018.

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Fickle, Tara. Race Card: From Gaming Technologies to Model Minorities. New York University Press, 2019.

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Miniature Figures: From Model Soldiers to Fantasy Gaming. Crabtree Publishing Company, 2018.

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Liu, Harry, Andrew Mulcahy, and Adam Rose. Subscription Models for Prescription Drugs: The Motivation, Potential, and Limitations of a New Payment Model. RAND Corporation, 2020. http://dx.doi.org/10.7249/pea289-1.

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author, Weisert Gabe, ed. Subscribed: Why the subscription model will be your company's future--and what to do about it. Portfolio, 2018.

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Baxter, Robbie Kellman. The Forever Transaction: How to Build a Subscription Model So Compelling, Your Customers Will Never Want to Leave. McGraw-Hill Education, 2020.

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Book chapters on the topic "Subscription model in gaming"

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Ku, Yungchang, and Saurabh Gupta. "Online Gaming Perpetrators Model." In Intelligence and Security Informatics, 428–33. Berlin, Heidelberg: Springer Berlin Heidelberg, 2008. http://dx.doi.org/10.1007/978-3-540-69304-8_44.

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Vasiliev, Vladislav, Evgeny Zaramenskikh, and Elena Vasilieva. "Monetization Model for Gaming Industry." In Lecture Notes in Information Systems and Organisation, 73–82. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-43993-4_7.

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Ulrich, Markus. "The UCS-Model of Corporate Sustainability." In Frontiers in Gaming Simulation, 85–92. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-04954-0_11.

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Udo, Yoshiyuki, and Yoko Ishino. "Two-Stage Lean Startup Model for Subscription Business." In Agents and Multi-Agent Systems: Technologies and Applications 2021, 217–29. Singapore: Springer Singapore, 2021. http://dx.doi.org/10.1007/978-981-16-2994-5_18.

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Yee, Arturo, and Matías Alvarado. "Patterns of Go Gaming by Ising Model." In Lecture Notes in Computer Science, 3–11. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-92198-3_1.

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Palyga, Anna, and Marcin Wardaszko. "A Management Model for Effective Team Communication in Business Simulation Games." In Intersections in Simulation and Gaming, 43–57. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-78795-4_4.

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Buchta, Christian, David Meyer, Andreas Mild, Alexander Pfister, and Alfred Taudes. "An Agent-Based Simulation Model of Disruptive Technologies." In Agent-Based Modeling Meets Gaming Simulation, 101–17. Tokyo: Springer Japan, 2005. http://dx.doi.org/10.1007/4-431-29427-9_11.

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Leon Suematsu, Yutaka I., Keiki Takadama, Katsunori Shimohara, Osamu Katai, and Kiyoshi Arai. "Analyzing Barnga Gaming Simulation Using an Agent-Based Model." In Agent-Based Modeling Meets Gaming Simulation, 69–77. Tokyo: Springer Japan, 2005. http://dx.doi.org/10.1007/4-431-29427-9_8.

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Tanimoto, Jun, and Haruyuki Fujii. "A Model for Collusive Tendering Based on a Multiagent Approach." In Agent-Based Modeling Meets Gaming Simulation, 89–100. Tokyo: Springer Japan, 2005. http://dx.doi.org/10.1007/4-431-29427-9_10.

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Li, Xianli. "An Efficient Design of Publication and Subscription Model Based on WSN." In 2012 International Conference on Information Technology and Management Science(ICITMS 2012) Proceedings, 451–58. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-34910-2_52.

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Conference papers on the topic "Subscription model in gaming"

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Zheng, Xin, Han Lu, Nannan Wu, and Kuo Jiao. "Green electricity subscription model." In 2017 2nd International Conference on Civil, Transportation and Environmental Engineering (ICCTE 2017). Paris, France: Atlantis Press, 2017. http://dx.doi.org/10.2991/iccte-17.2017.97.

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Kollmann, Franz. "A Flexible Subscription Model for Broadcasted Digital Contents." In 2007 International Conference on Computational Intelligence and Security (CIS 2007). IEEE, 2007. http://dx.doi.org/10.1109/cis.2007.155.

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Kannan, K. Kamala, and R. Baskaran. "Fault Tolerant Event Subscription Model for Smart Communities." In ICIA-16: International Conference on Informatics and Analytics. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/2980258.2980417.

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Klein, Dominik, Michael Menth, Rastin Pries, Phuoc Tran-Gia, Michael Scharf, and Michael Sollner. "A subscription model for time-scheduled data transfers." In 2011 IFIP/IEEE International Symposium on Integrated Network Management (IM 2011). IEEE, 2011. http://dx.doi.org/10.1109/inm.2011.5990559.

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Raafi, Engla, Muharman Lubis, and Rachmadita Andreswari. "Service Design through Subscription Scheme Business Model in Foodritious Start-up." In 2020 International Conference on Advancement in Data Science, E-learning and Information Systems (ICADEIS). IEEE, 2020. http://dx.doi.org/10.1109/icadeis49811.2020.9277059.

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Babaei, Ebrahim, Mahmoud Reza Hashemi, and Shervin Shirmohammadi. "A state-based game attention model for cloud gaming." In 2017 15th Annual Workshop on Network and Systems Support for Games (NetGames). IEEE, 2017. http://dx.doi.org/10.1109/netgames.2017.7991539.

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Hariri, Behnoosh, Shervin Shirmohammadi, and Mohammad Reza Pakravan. "A Hierarchical HMM Model for Online Gaming Traffic Patterns." In 2008 IEEE Instrumentation and Measurement Technology Conference - I2MTC 2008. IEEE, 2008. http://dx.doi.org/10.1109/imtc.2008.4547412.

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Wu, Zhihui, and Gang Liu. "Choice of Business Model and Pricing Strategy with Ad-Sponsor and Subscription Fee." In International Conference on Logistics Engineering, Management and Computer Science (LEMCS 2015). Paris, France: Atlantis Press, 2015. http://dx.doi.org/10.2991/lemcs-15.2015.306.

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Schuhs, G., A. Gutzlaff, S. Cremer, J. Lammersmann, and Y. Liu. "Business Model and Organization – Interdependencies for Customer-Centric Continuous Innovation in Subscription Business." In 2020 IEEE International Conference on Industrial Engineering and Engineering Management (IEEM). IEEE, 2020. http://dx.doi.org/10.1109/ieem45057.2020.9309897.

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de Souza, Robert, Linda William, Giuseppe Timperio, and ZarAba Bin Abdul Rahim. "SIMULATION MODEL AND SIMULATION-BASED SERIOUS GAMING IN HUMANITARIAN LOGISTICS." In 2018 Winter Simulation Conference (WSC). IEEE, 2018. http://dx.doi.org/10.1109/wsc.2018.8632497.

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