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1

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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Shi, Lijuan, Yuanyuan Wang, Hui Yu, Amanda Wilson, Stephanie Cook, Zhizhou Duan, Ke Peng, et al. "The relationship between childhood trauma and Internet gaming disorder among college students: A structural equation model." Journal of Behavioral Addictions 9, no. 1 (April 7, 2020): 175–80. http://dx.doi.org/10.1556/2006.2020.00002.

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Abstract Background The aim of this study was to investigate the mechanisms of Internet gaming disorder (IGD) and the associated interaction effects of childhood trauma, depression and anxiety in college students. Methods Participants were enrolled full-time as freshmen at a University in the Hunan province, China. All participants reported their socio-demographic characteristics and undertook a standardized assessment on childhood trauma, anxiety, depression and IGD. The effect of childhood trauma on university students' internet gaming behaviour mediated by anxiety and depression was analysed using structural equation modelling (SEM) using R 3.6.1. Results In total, 922 freshmen participated in the study, with an approximately even male-to-female ratio. A mediation model with anxiety and depression as the mediators between childhood trauma and internet gaming behaviour allowing anxiety and depression to be correlated was tested using SEM. The SEM analysis revealed that a standardised total effect of childhood trauma on Internet gaming was 0.18, (Z = 5.60, 95% CI [0.02, 0.05], P < 0.001), with the direct effects of childhood trauma on Internet gaming being 0.11 (Z = 3.41, 95% CI [0.01, 0.03], P = 0.001), and the indirect effects being 0.02 (Z = 2.32, 95% CI [0.00, 0.01], P = 0.020) in the pathway of childhood trauma-depression-internet gaming; and 0.05 (Z = 3.67, 95% CI [0.00, 0.02], P < 0.001) in the pathway of childhood trauma-anxiety-Internet gaming. In addition, the two mediators anxiety and depression were significantly correlated (r = 0.50, Z = 13.54, 95% CI [3.50, 5.05], P < 0.001). Conclusions The study revealed that childhood trauma had a significant impact on adolescents' Internet gaming behaviours among college students. Anxiety and depression both significantly mediated the relationship between childhood trauma and internet gaming and augmented its negative influence. Discussion of the need to understand the subtypes of childhood traumatic experience in relationship to addictive behaviours is included.
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Pontes, Schivinski, Brzozowska-Woś, and Stavropoulos. "Laxer Clinical Criteria for Gaming Disorder May Hinder Future Efforts to Devise an Efficient Diagnostic Approach: A Tree-Based Model Study." Journal of Clinical Medicine 8, no. 10 (October 18, 2019): 1730. http://dx.doi.org/10.3390/jcm8101730.

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Internet Gaming Disorder (IGD) has been recognized in May 2013 and can be evaluated using the criteria developed by American Psychiatric Association (APA). The present study investigated the role each IGD criteria plays in diagnosing disordered gaming. A total of 3,377 participants (mean age 20 years, SD = 4.3 years) participated in the study. The data collected was scrutinized to detect patterns of IGD using Conditional Inference Tree (Ctree), a sophisticated machine algorithm. Participants provided basic sociodemographic information and completed the Internet Gaming Disorder Scale–Short-Form (IGDS9-SF). The results identified classes of IGD-related symptoms, indicating that endorsing ‘withdrawal’ and ‘loss of control’ increases the probability of disordered gaming by 77.77% while endorsement of ‘withdrawal’, ‘loss of control’ and ‘negative consequences’ increases the probability of disordered gaming by 26.66%. Moreover, lack of endorsement of ‘withdrawal’ and endorsement of ‘preoccupation’ increases the likelihood of disordered gaming by 7.14%. Taken together, the results obtained illustrate that different IGD criteria can present with different clinical weighing as unique diagnostic roles in the development of disordered gaming can be evidenced by each criterion. Moreover, the present findings help inform future revisions of diagnostic manuals and helps enhancing the assessment of IGD in the future. Additional research and clinical implications are discussed.
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13

Baye, Michael R., and John Morgan. "A simple model of advertising and subscription fees." Economics Letters 69, no. 3 (December 2000): 345–51. http://dx.doi.org/10.1016/s0165-1765(00)00313-x.

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14

Xiao, Peng. "A Virtual Resource Pricing Mechanism Based on Three-Side Gaming Model in Large-Scale Cloud Environments." International Journal of e-Collaboration 16, no. 3 (July 2020): 17–32. http://dx.doi.org/10.4018/ijec.2020070102.

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Recently, network virtualization technology has become a promising approach to efficiently share physical substrate networks in a cloud. However, finding an appropriate mapping between nodes and links in virtual networks is still a challenging problem. To overcome the demerits of existing price mechanisms, the author presents a game-based pricing model, in which resource configuration and provision among virtual networks is defined as a two-phrase gaming model. In this gaming model, a cooperative gaming model is applied to optimize resource benefits, while a non-cooperative gaming model is used to balance user costs and provider benefits. Extensive experiments are conducted in a real-world cloud, and the results show that this pricing mechanism can effectively improve the resource allocation efficiency as well as the resource profits of cloud providers. In addition, it also exhibits better robustness than many existing methods when a cloud system is facing intensive workloads.
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15

Smith, Michael J. "Gaming Nonfinancial Performance Measures." Journal of Management Accounting Research 14, no. 1 (January 1, 2002): 119–33. http://dx.doi.org/10.2308/jmar.2002.14.1.119.

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This multitask agency model examines the use of nonfinancial performance measures. The first effort affects only current-period profit. The second effort affects only customer satisfaction, which increases future profits. The third effort (shifting effort) simultaneously affects both performance measures, increasing one and decreasing the other. In some cases, shifting increases the principal's expected surplus. In others, the agent uses it to “arbitrage” the contract by shifting units into the more heavily weighted performance measure. Shifting's dual nature implies that it can either increase or decrease the incremental value of customer satisfaction as a performance measure. The optimal contract may entail a negative weight on customer satisfaction.
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Zhou, Ji Chang. "A Game Model of Social Subjects Relationship in Rural Environment of China." Advanced Materials Research 113-116 (June 2010): 1447–51. http://dx.doi.org/10.4028/www.scientific.net/amr.113-116.1447.

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The environmental social subjects relationship are benefit relations among the environmental social social subjects, the occurrence of the environmental right infringement are main manifestation of the unbalanced environmental relations. The exacerbation of environmental pollution in the Chinese countryside is mainly rooted in its unbalanced environmental relations. The environmental pollution process is a gaming process among the environmental social subjects. The gaming among Chinese rural environmental subjects has many characteristics.
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17

Jaćević, Milan. "The Matter at Hand: A Practice-Theoretical Model of Digital Gaming." Replay. The Polish Journal of Game Studies 6, no. 1 (December 30, 2019): 7–26. http://dx.doi.org/10.18778/2391-8551.06.01.

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Investigations into the nature of the activity of gaming have been made difficult by virtue of the plurality of possible forms this activity may take. In this paper, I address this problem by examining (digital) gaming under the heading of practice theory, in an attempt to shed more light on the practical aspects of ludic literacy. Building on the theoretical and conceptual frameworks of Pierre Bourdieu, I present a general model of digital gaming as a form of situated human practice, followed by details of a case study, conducted in order to test and adjust the initial version of the model. Though further research with a greater population of players is needed in order to expand the scope of the model, the findings of the study lend credence to its validity as a conceptual framework for delineating and framing different practices generated by digital game artefacts.
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18

Quick, John M., and Robert K. Atkinson. "Modeling Gameplay Enjoyment, Goal Orientations, and Individual Characteristics." International Journal of Game-Based Learning 4, no. 2 (April 2014): 51–77. http://dx.doi.org/10.4018/ijgbl.2014040104.

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The purpose of this study was to investigate the relationships between gameplay enjoyment, gaming goal orientations, and individual characteristics. A total of 301 participants were surveyed and the data were analyzed using structural equation modeling. This led to an expanded Gameplay Enjoyment Model (GEM) with 41 game design features that influence player enjoyment. Furthermore, a 3x2 Gaming Goal Orientations model was established with six dimensions that describe players' motivations for gaming. In addition, players' individual characteristics were used to predict gameplay enjoyment in the GEM-Individual Characteristics model. The six Gaming Goal Orientations dimensions were the strongest predictors, while the commonly used gender and hours played per week variables failed to predict enjoyment. The results of this study enable important work to be conducted surrounding gameplay experiences and individual characteristics. Ultimately, it is believed that the Gameplay Enjoyment Model, Gaming Goal Orientations, and the GEM-Individual Characteristics model will be useful tools for researchers and designers who seek to create effective gameplay experiences that meet the needs of players.
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Martinez, Diego A., Felipe Feijoo, Jose L. Zayas-Castro, Scott Levin, and Tapas K. Das. "A strategic gaming model for health information exchange markets." Health Care Management Science 21, no. 1 (September 6, 2016): 119–30. http://dx.doi.org/10.1007/s10729-016-9382-2.

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Korfiatis, Peter, Robert Cloutier, and Teresa Zigh. "Model-Based Concept of Operations Development Using Gaming Simulation." Simulation & Gaming 46, no. 5 (March 23, 2015): 471–88. http://dx.doi.org/10.1177/1046878115571290.

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Kiili, Kristian. "Digital game-based learning: Towards an experiential gaming model." Internet and Higher Education 8, no. 1 (January 2005): 13–24. http://dx.doi.org/10.1016/j.iheduc.2004.12.001.

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Ahmadi, Hamed, Saman Zadtootaghaj, Farhad Pakdaman, Mahmoud Reza Hashemi, and Shervin Shirmohammadi. "A Skill-Based Visual Attention Model for Cloud Gaming." IEEE Access 9 (2021): 12332–47. http://dx.doi.org/10.1109/access.2021.3050489.

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Kang, Youn Jung. "Why the subscription business model is in the spotlight in Online retailing; focusing on the characteristics and type of subscription model." E-Business Studies 21, no. 4 (August 31, 2020): 125–40. http://dx.doi.org/10.20462/tebs.2020.08.21.4.125.

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Tang, Wai Yen, Felix Reer, and Thorsten Quandt. "The interplay of gaming disorder, gaming motivations, and the dark triad." Journal of Behavioral Addictions 9, no. 2 (June 2020): 491–96. http://dx.doi.org/10.1556/2006.2020.00013.

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AbstractBackground and aimsThere is a considerable amount of research on the psychological antecedents and outcomes of gaming disorder. Although many studies have examined various personality traits or motivations as predictors in isolation, fewer studies have investigated the mediations between personality traits and motivations. Furthermore, the analyzed personality traits have been limited to a few core concepts, with the Big Five personality traits being a standard model in this context. However, more recently the dark triad of personality traits (Machiavellianism, narcissism, and psychopathy) has been found to be associated with various forms of problematic online behavior and usage, such as online gambling, yet little is known about gaming disorder. The current study examines the relationship of these dark personality traits to gaming disorder with three gaming motivations (achievement, social, and escapism) as mediators.MethodThe study uses an online survey of 1,502 German digital game users.ResultsResults indicate a fully mediated association for narcissism via escapism and partial mediation associations for Machiavellianism and psychopathy. Direct effects on gaming disorder were observed for Machiavellianism and psychopathy. Indirect effects by psychopathy were observed via escapism and social motivation, by narcissism via escapism, and by Machiavellianism via social motivation.Discussion and conclusionsThese findings contribute to the theoretical understanding of the mediation of gaming motivations and the dark triad personality traits' importance for gaming disorder.
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Seno, Hiromi. "A mathematical model of population dynamics for the internet gaming addiction." Nonlinear Analysis: Modelling and Control 26, no. 5 (September 1, 2021): 861–83. http://dx.doi.org/10.15388/namc.2021.26.24177.

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As the number of internet users appears to steadily increase each year, Internet Gaming Disorder (IGD) is bound to increase as well. The question how this increase will take place, and what factors have the largest impact on this increase, naturally arises. We consider a system of ordinary differential equations as a simple mathematical model of the population dynamics about the internet gaming. We assume three stages about the internet gamer’s state: moderate, addictive, and under treatment. The transition of the gamer’s state between the moderate and the addictive stages is significantly affected by the social nature of internet gaming. As the activity of social interaction gets higher, the gamer would be more likely to become addictive. With the inherent social reinforcement of internet game, the addictive gamer would hardly recontrol his/herself to recover to the moderate gamer. Our result on the model demonstrates the importance of earlier initiation of a system to check the IGD and lead to some medical/therapeutic treatment. Otherwise, the number of addictive gamers would become larger beyond the socially controllable level.
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DiFrancisco-Donoghue, Joanne, Jerry Balentine, Gordon Schmidt, and Hallie Zwibel. "Managing the health of the eSport athlete: an integrated health management model." BMJ Open Sport & Exercise Medicine 5, no. 1 (January 2019): e000467. http://dx.doi.org/10.1136/bmjsem-2018-000467.

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ObjectiveseSport is a form of electronic gaming, also known as professional or competitive video gaming, and is growing at a rapid pace worldwide. Over 50 US colleges have established varsity gaming teams over the past three years; some colleges offer eSport scholarships as they do for traditional sports. There is little objective research on the health habits of these players who are often placed under the direction of the athletics department on college campuses, and there is currently no health management model on how to treat these new athletes.MethodsAnonymous electronic surveys were sent to 65 collegiate eSport players from nine universities across the USA and Canada inquiring about gaming and lifestyle habits, and musculoskeletal complaints due to eSport competition.ResultsPlayers practiced between 3 and 10 hours per day. The most frequently reported complaint was eye fatigue (56%), followed by neck and back pain (42%). eSport athletes reported wrist pain (36%) and hand pain (32%). Forty per cent of participants do not participate in any form of physical exercise. Among the players surveyed, only 2% had sought medical attention.ConclusioneSport players, just like athletes in traditional sports, are susceptible to overuse injuries. The most common complaint was eye fatigue, followed by neck and back pain. This study shows eSport athletes are also prone to wrist and hand pain. This paper proposes a health management model that offers a comprehensive medical team approach to prevent and treat eSport athletes.
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Zheng, Lili. "The role of consumption emotions in users’ mobile gaming application continuance intention." Information Technology & People 33, no. 1 (June 7, 2019): 340–60. http://dx.doi.org/10.1108/itp-04-2018-0197.

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Purpose The long-term development of a mobile gaming application (app) depends on its continued use by its users. The expectation–confirmation model of IS continuance was used as the basic framework, to which bi-dimensional consumption emotions were added to help better explain satisfaction judgment and continuance intention in the context of mobile gaming app use. The paper aims to discuss this issue. Design/methodology/approach The data were analyzed using structural equation models. The effects of positive consumption emotions and negative consumption emotions were examined, respectively, in Models 1 and 2. Competing models (Models 3 and 4) were also examined in order to compare the proposed model. Findings Both PE and NE have an effect on the satisfaction of mobile gaming app users and their continued usage intention, a finding that represents an important contribution to the extension of technology continuance theory. Comparison with the IS continuance model shows that the new model can explain significantly more variance in continuance intention. Practical implications Mobile gaming firms should pay attention to users’ consumption emotions, especially negative emotions. Some specific emotions involved in mobile gaming app use were identified, which could guide firms’ understanding of users’ emotions. Originality/value This study offers insight into the role of consumption emotions in forming continuance intentions toward mobile gaming app use in China, a topic that has not previously been investigated.
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Reynaert, Mathias, and James M. Sallee. "Who Benefits When Firms Game Corrective Policies?" American Economic Journal: Economic Policy 13, no. 1 (February 1, 2021): 372–412. http://dx.doi.org/10.1257/pol.20190019.

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Firms sometimes comply with externality-correcting policies by gaming the measure that determines policy. This harms buyers by eroding information, but it benefits them when cost savings are passed through into prices. We develop a model that highlights this tension and use it to analyze gaming of automobile carbon emission ratings in the EU. We document startling increases in gaming using novel data. We then analyze the effects of gaming in calibrated simulations. Over a wide range of parameters, we find that pass-through substantially outweighs information distortions; on net, buyers benefit from gaming, even when they are fooled by it. (JEL H23, L51, L62, Q53, Q54, Q58)
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Laurischkat, Katja, and Arne Viertelhausen. "Business Model Gaming: A Game-Based Methodology for E-Mobility Business Model Innovation." Procedia CIRP 64 (2017): 115–20. http://dx.doi.org/10.1016/j.procir.2017.03.051.

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Ling, Shiao Ling, Nik Ruzyanei Nik Jaafar, Kit-Aun Tan, Norharlina Bahar, Azlin Baharudin, and Ahmad Izzat Ahmad Tajjudin. "Psychometric Properties of the Malay Version of the Internet Gaming Disorder Scale-Short Form (IGDS9-SF-M): Evidence from a Sample of Malaysian Undergraduates." International Journal of Environmental Research and Public Health 18, no. 5 (March 5, 2021): 2592. http://dx.doi.org/10.3390/ijerph18052592.

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In recent years, increased interest in Internet Gaming Disorder has led to the development of the Internet Gaming Disorder Scale-Short Form. Translation and subsequent validation of such a scale are important for cross-cultural use. The aim of the present study was to examine the psychometric properties (factor structure, reliability, and validity) of the Malay Version of the Internet Gaming Disorder Scale-Short Form using a sample of Malaysian undergraduates. The present sample included 137 Malaysian undergraduates. Participants completed a self-administered online survey containing demographic items, the Malay Version of the Internet Gaming Disorder Scale-Short Form, the Problematic Online Gaming Questionnaire-Short Form, and the Malay Version of the Internet Addiction Test. The present findings confirm the one-factor model of the Malay Version of the Internet Gaming Disorder Scale-Short Form. Good reliability, as measured by Cronbach alpha, was found for the Malay Version of the Internet Gaming Disorder Scale-Short Form. The Malay Version of the Internet Gaming Disorder Scale-Short Form has demonstrated concurrent validity by significantly correlating with the Problematic Online Gaming Questionnaire-Short Form as well as demonstrated convergent validity with respect to the Malay Version of the Internet Addiction Test. The Malay Version of the Internet Gaming Disorder Scale-Short Form is a reliable and valid tool for assessing Internet Gaming Disorder in Malaysian undergraduates. As more research is still needed to confirm the status of Internet Gaming Disorder as a formal disorder, it is hoped that the Malay Version of the Internet Gaming Disorder Scale-Short Form can facilitate future research examining antecedents and consequences of Internet Gaming Disorder in a Malaysian setting.
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Marino, Claudia, Natale Canale, Alessio Vieno, Gabriele Caselli, Luca Scacchi, and Marcantonio M. Spada. "Social anxiety and Internet gaming disorder: The role of motives and metacognitions." Journal of Behavioral Addictions 9, no. 3 (October 12, 2020): 617–28. http://dx.doi.org/10.1556/2006.2020.00044.

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AbstractBackground and aimsIn recent years, Internet Gaming Disorder (IGD) has been recognized as a mental health problem. Although research has found that social anxiety, motives, the preference for online social interactions (POSI), and metacognitions about online gaming are independent predictors of IGD, less is known about their relative contribution to IGD. The aim of the current study was to model the relationship between social anxiety, motives, POSI, metacognitions about online gaming, and IGD.MethodsFive hundred and forty three Italian gamers who play more than 7 h a week (mean age = 23.9 years; SD = 6.15 years; 82.5% males) were included in the study. The pattern of relationships specified by the theoretical model was examined through path analysis.ResultsResults showed that social anxiety was directly associated with four motives (escape, coping, fantasy, and recreation), POSI, and positive and negative metacognitions about online gaming, and IGD. The Sobel test showed that negative metacognitions about online gaming played the strongest mediating role in the relationship between social anxiety and IGD followed by escape, POSI, and positive metacognitions. The model accounted for 54% of the variance for IGD.Discussion and conclusionsOverall, our findings show that, along with motives and POSI, metacognitions about online gaming may play an important role in the association between social anxiety and IGD. The clinical and preventive implications of these findings are discussed.
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Yu, Yanqiu, Phoenix Kit-han Mo, Jianxin Zhang, Jibin Li, and Joseph Tak-fai Lau. "Validation of the Chinese Version of the Revised Internet Gaming Cognition Scale among Adolescents in China: Maladaptive Cognitions as Potential Determinants of Internet Gaming Disorder." International Journal of Environmental Research and Public Health 17, no. 1 (December 31, 2019): 290. http://dx.doi.org/10.3390/ijerph17010290.

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Maladaptive gaming cognitions are important determinants of Internet gaming disorder (IGD). Based on a systematic review, a 4-factor Internet gaming cognition scale (IGCS) was previously developed and cross-cultural validation of IGCS is warranted. The present study assesses the validation of the IGCS and its revised version, the Chinese version of Revised IGCS (C-RIGCS), among adolescents in China. Altogether, 755 students were recruited from junior middle schools in Guangzhou and Chengdu, China. The psychometric properties of the C-RIGCS were assessed by using appropriate statistical methods. The 4-factor model of the original IGCS was not supported by confirmatory factor analysis (CFA). In the split-half sub-samples, exploratory factor analysis suggested a 3-factor model for C-RIGCS, which was confirmed by CFA. The C-RIGCS and its three subscales showed satisfactory internal reliability, test-retest reliability, content validity, and absence of ceiling and floor effects (except on one case). Besides, the C-RIGCS and its three subscales were significantly correlated with external variables including IGD, gaming time, impulsivity, and self-control, and perceptions that Internet gaming is the primary source of self-esteem and social acceptance. The C-RIGCS proposed a new 3-factor model that showed satisfactory psychometric properties. It can be applied to understand maladaptive gaming cognitions of adolescent IGD.
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Siste, Kristiana, Enjeline Hanafi, Lee Thung Sen, Petra Octavian Perdana Wahjoepramono, Andree Kurniawan, and Ryan Yudistiro. "Potential Correlates of Internet Gaming Disorder Among Indonesian Medical Students: Cross-sectional Study." Journal of Medical Internet Research 23, no. 4 (April 19, 2021): e25468. http://dx.doi.org/10.2196/25468.

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Background Internet gaming disorder has been a controversial topic for nearly a decade. Although internet addiction has been studied in medical students, there is a paucity of evidence regarding internet gaming disorder. Previous studies in Indonesia explored only the prevalence rate and characteristics. Objective This study aimed to determine the prevalence rate of internet gaming disorder and correlations between internet gaming disorder, temperament, and psychopathology among Indonesian medical students. Methods A cross-sectional study was performed from August 2019 to September 2019 using total and convenience sampling at a private university and a public university, respectively. The study variables were measured using the Indonesian version of the 10-item Internet Gaming Disorder Test, the Temperament and Character Inventory, and the Symptoms Checklist 90. Chi-square and logistic regression analyses were conducted to examine the relationships between demographic factors, temperament, psychopathology, and the presence of internet gaming disorder. Results Among the 639 respondents, the prevalence rate of internet gaming disorder was 2.03% (n=13), with a mean age of 20.23 (SD 0.13) years and an average gaming duration of 19.0 (SD 0.96) hours/week. Up to 71.2% respondents played using their mobile phones, and respondents with internet gaming disorder reported experiencing all psychopathologies assessed, except phobic anxiety. Bivariate analysis demonstrated that internet gaming disorder was associated with gender, gaming duration, gaming community affiliation, and 9 out of 10 domains of psychopathology. In a logistic regression model, internet gaming disorder was correlated with weekly gaming hours ≥20 hours (odds ratio [OR] 4.21, 95% CI 1.08-16.38, P=.04). Conclusions These findings suggest that the prevalence of internet gaming disorder among medical students in Jakarta, Indonesia is similar to that in other populations of Asian countries. The predisposing factor for internet gaming disorder was weekly gaming duration, while other demographic, temperament, and psychopathology variables acted as probable moderators. Strategies should, therefore, be developed and integrated into medical curriculum to screen and aid individuals with these predisposing factors.
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Reyes, Marris R., and Arnulfo V. Lopez. "ROAD TO MYTHIC: CONCEPTUALIZATION OF INTERNET GAMING FROM THE LIVED EXPERIENCES OF SYMPTOMATIC FILIPINO YOUTH." Humanities & Social Sciences Reviews 8, no. 4 (July 17, 2020): 246–57. http://dx.doi.org/10.18510/hssr.2020.8426.

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Purpose of the study: The purpose of this study is to capture the lived experiences of Filipino College Students excessively immersed in online gaming for a year or more with five or more symptoms of Internet Gaming Disorder (I.G.D.). Methodology: This is a qualitative research using the phenomenological approach. Internet Gaming Disorder Scale – Short form (IGD9-SF) was used to identify participants. Using Paul Colaizzi’s Procedure, field text was carefully transcribed and analyzed to determine the statement verbalizations and musings, which collectively described the phenomenon. Main Findings: The conceptual model “E-Loop of I.G.D.” or the “Entertain-Engulfed-Entangle-Escape” has emerged. The findings of this study established the severity of the adverse effects of I.G.D. To students and the severe gaming dysregulation, this resulted in a vacuum in their personal development. Applications of this study: This model provided a clear picture of a vicious cycle of dysregulated internet gaming behaviour which would equip mental health experts’ richer understanding and analysis of action related to gaming. Ultimately, this inference offers an appropriate basis for intervention or treatment programs in assisting students with I.G.D. symptoms. Novelty/Originality of this study: This study provided a novel conceptual framework of internet gaming disorder based on the lived experiences of the symptomatic gamers. Further, it offered more definite conceptions on the vicious cycle of I.G.D.
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Timiș, Grigore Mihai, and Ionuț Movileanu. "Design of a Model of Race Car for Gaming Applications." Annals of “Dunarea de Jos” University of Galati. Fascicle III, Electrotechnics, Electronics, Automatic Control and Informatics 42, no. 1 (September 10, 2019): 19–22. http://dx.doi.org/10.35219/eeaci.2019.1.04.

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Gavrić, Nikola. "MODEL DDOS NAPADA APLIKACIONOG SLOJA GAMING SERVERA EKSPLOATACIJOM KLIJENTSKE APLIKACIJE." Zbornik radova Fakulteta tehničkih nauka u Novom Sadu 34, no. 11 (November 4, 2019): 2044–47. http://dx.doi.org/10.24867/05be28gavric.

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U radu se analiziraju problemi i posledice DdoS napada na aplikacionom sloju gaming servera. Postavljena je hipoteza, da deo tih napada nastaje eksploatacijom klijentske aplikacije. Radi potvrde postavljene hipoteze, izvršena je simulacija napada u laboratijskim uslovima. Dobijeni su rezulati u formi logova na serveu koji su prikazani u grafičkoj formi. Njihovom evaluacijom došlo se do određenih zaključaka na osnovu kojih je predloženo je rešenje za zaštitu od ovih napada, koje se bazira na primeni machine learning tehnike na mrežnim firewall-ima.
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Agustin, Ririn Dwi, Iping Supriana Suwardi, Ayu Purwarianti, and Kridanto Surendro. "Knowledge Representation and Inference Engine Model of SAPS Gaming Concept." Procedia Technology 11 (2013): 696–703. http://dx.doi.org/10.1016/j.protcy.2013.12.247.

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38

Yu, Z., P. V. Preckel, G. Nderitu, and F. T. Sparrow. "A locational gaming model with CO2 emission tax and limits." International Journal of Electrical Power & Energy Systems 23, no. 6 (August 2001): 451–57. http://dx.doi.org/10.1016/s0142-0615(00)00079-x.

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39

Furlong, Edward J. "A Logistic Regression Model Explaining Recent State Casino Gaming Adoptions." Policy Studies Journal 26, no. 3 (September 1998): 371–83. http://dx.doi.org/10.1111/j.1541-0072.1998.tb01907.x.

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Scerri, Matthew, Alastair Anderson, Vasileios Stavropoulos, and Elwin Hu. "Need fulfilment and internet gaming disorder: A preliminary integrative model." Addictive Behaviors Reports 9 (June 2019): 100144. http://dx.doi.org/10.1016/j.abrep.2018.100144.

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Arı, Erkan, Veysel Yılmaz, and Banu Elmastas Dikec. "An extensive structural model proposal to explain online gaming behaviors." Entertainment Computing 34 (May 2020): 100340. http://dx.doi.org/10.1016/j.entcom.2020.100340.

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42

Yildirim, Caglar. "Cybersickness during VR gaming undermines game enjoyment: A mediation model." Displays 59 (September 2019): 35–43. http://dx.doi.org/10.1016/j.displa.2019.07.002.

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43

Benrazavi, Rahim, Misha Teimouri, and Mark D. Griffiths. "Utility of Parental Mediation Model on Youth’s Problematic Online Gaming." International Journal of Mental Health and Addiction 13, no. 6 (June 30, 2015): 712–27. http://dx.doi.org/10.1007/s11469-015-9561-2.

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44

Phillips, WooMi Jo, and SooCheong (Shawn) Jang. "Exploring Seniors’ Casino Gaming Intention." Journal of Hospitality & Tourism Research 36, no. 3 (November 19, 2010): 312–34. http://dx.doi.org/10.1177/1096348010388656.

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To better understand seniors’ intentions in visiting casinos, this study proposed an extension of the theory of planned behavior (TPB) with casino gaming motivation. The results of this study suggest that among motivations for seniors to visit casinos, winning and enjoyment directly and positively affected behavioral intentions, and all predictable variables of TPB positively affected seniors’ casino visiting intentions. Contrary to our expectations, past casino visits did not have a moderating effect on the relationships between the major TPB variables (attitude, subjective norm, and perceived behavioral control) casino motivation and behavioral intentions. The overall study results suggest that the proposed extended model is a useful tool for explaining seniors’ casino visiting intentions. Some theoretical and practical implications for casino operations are also discussed.
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Dong, Biao. "Architecting Service-Oriented Publish/Subscribe Applications: Data Model and Matching Algorithm." Advanced Materials Research 989-994 (July 2014): 1660–63. http://dx.doi.org/10.4028/www.scientific.net/amr.989-994.1660.

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The existing publish/subscribe (Pub/Sub) systems can't match events with subscriptions based on the semantic of events. Focusing on the production development activities, this paper presented a data model for modeling an ontology-based hierarchical description framework, defined service and its classification characteristics, and analyzed an automatic generation method of building service ontologies for the semi-structured data that exist in the Internet. A subscription matching algorithm was proposed for solving the intelligent semantic matching problem between the subscription and services. The results show that the service-oriented applications guarantee the initial and availability matching of individualized demands and service capabilities.
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Weng, Cheng-Hsiung. "Knowledge discovery of digital library subscription by RFC itemsets." Electronic Library 34, no. 5 (2016): 772–88. http://dx.doi.org/10.1108/el-06-2015-0086.

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Purpose The paper aims to understand the book subscription characteristics of the students at each college and help the library administrators to conduct efficient library management plans for books in the library. Unlike the traditional association rule mining (ARM) techniques which mine patterns from a single data set, this paper proposes a model, recency-frequency-college (RFC) model, to analyse book subscription characteristics of library users and then discovers interesting association rules from equivalence-class RFC segments. Design/methodology/approach A framework which integrates the RFC model and ARM technique is proposed to analyse book subscription characteristics of library users. First, the author applies the RFC model to determine library users’ RFC values. After that, the author clusters library users’ transactions into several RFC segments by their RFC values. Finally, the author discovers RFC association rules and analyses book subscription characteristics of RFC segments (library users). Findings The paper provides experimental results from the survey data. It shows that the precision of the frequent itemsets discovered by the proposed RFC model outperforms the traditional approach in predicting library user subscription itemsets in the following time periods. Besides, the proposed approach can discover interesting and valuable patterns from library book circulation transactions. Research limitations/implications Because RFC thresholds were assigned based on expert opinion in this paper, it is an acquisition bottleneck. Therefore, researchers are encouraged to automatically infer the RFC thresholds from the library book circulation transactions. Practical implications The paper includes implications for the library administrators in conducting library book management plans for different library users. Originality/value This paper proposes a model, the RFC model, to analyse book subscription characteristics of library users.
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Li, Shengli, Qiuyue Luo, Liangfei Qiu, and Subhajyoti Bandyopadhyay. "Optimal Pricing Model of Digital Music: Subscription, Ownership or Mixed?" Production and Operations Management 29, no. 3 (December 2019): 688–704. http://dx.doi.org/10.1111/poms.13131.

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Senior, Melanie. "FDA calls for subscription model to pay for anti-infectives." Nature Biotechnology 36, no. 11 (November 2018): 1031. http://dx.doi.org/10.1038/nbt1118-1031.

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Gong, Xiang, Kem Z. K. Zhang, Chongyang Chen, Christy M. K. Cheung, and Matthew K. O. Lee. "Antecedents and consequences of excessive online social gaming: a social learning perspective." Information Technology & People 33, no. 2 (September 16, 2019): 657–88. http://dx.doi.org/10.1108/itp-03-2018-0138.

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Purpose Drawing on the social learning theory, the purpose of this paper is to examine the antecedents and consequences of users’ excessive online social gaming. Specifically, the authors develop a model to propose that observational learning and reinforcement learning mechanisms together determine excessive online social gaming, which further foster adverse consequences. Design/methodology/approach The model is empirically validated by a longitudinal survey among users of a popular online social game: Arena of Valor. The empirical data are analyzed using component-based structural equation modeling approach. Findings The empirical results offer two key findings. First, excessive online social gaming is determined by observational learning factors, i.e. social frequency and social norm, and reinforcement learning factors, i.e. perceived enjoyment and perceived escapism. Second, excessive online social gaming leads to three categories of adverse consequences: technology-family conflict, technology-work conflict and technology-person conflict. Meanwhile, technology-family conflict and technology-work conflict further foster technology-person conflict. Originality/value This study contributes to the literature by developing a nomological framework of excessive online social gaming and by extending the social learning theory to excessive technology use.
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Siu Lam, Carlos, and Dulce Lopes. "Macao Gaming Concession System: Present and Future Direction." Journal of Gambling Business and Economics 13, no. 2 (December 11, 2020): 15–36. http://dx.doi.org/10.5750/jgbe.v13i2.1812.

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Macao gaming concession is about to expire in June 2022, and such issues as the number of concessions and contract period have attracted much attention. This article introduces the evolution of Macao gaming system with emphasis on its concession duration, legal limit on the number of concessions, asset disposal and tax rate. As a result of its gaming liberalization, Macao has developed into the world’s casino capital. The gaming situation in Macao and in the gaming jurisdictions nearby is different from what it was twenty years ago. Although the current law requires a new public tender for awarding concessions, the increased number of gaming jurisdictions to target Macao would entail adjustment in its public policies to keep its gaming industry competitive. Additionally, the evolution of the relevant public policies and their interactions with touristic, infrastructural, environmental and urban planning policies would likely lead to some changes in the core of the current Macao gaming legislation. The authors indicated that the emergence of subconcessions and satellite casinos, the fractioning of spaces and utilities by different entities regarding asset reversion to the government, and the relationship between concessionaires and junket operators are some major issues, which require an improved legal framework designed to react expeditiously and effectively to the fast-moving industry for a sustained and consistent upward regulatory trajectory. Following this, revising and improving the current concession model would be crucial, even though it implies changes to the core of the current Macao gaming legislation.
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