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.
Full textNevskaya, 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.
Full textBuono, 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.
Full textKiili, 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.
Full textBantz, 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.
Full textVASILYEV, 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.
Full textShin, 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.
Full textDeterding, 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.
Full textHooker, 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.
Full textQuandt, 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.
Full textShi, 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.
Full textPontes, 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.
Full textBaye, 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.
Full textXiao, 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.
Full textSmith, 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.
Full textZhou, 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.
Full textJaćević, 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.
Full textQuick, 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.
Full textMartinez, 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.
Full textKorfiatis, 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.
Full textKiili, 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.
Full textAhmadi, 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.
Full textKang, 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.
Full textTang, 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.
Full textSeno, 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.
Full textDiFrancisco-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.
Full textZheng, 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.
Full textReynaert, 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.
Full textLaurischkat, 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.
Full textLing, 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.
Full textMarino, 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.
Full textYu, 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.
Full textSiste, 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.
Full textReyes, 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.
Full textTimiș, 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.
Full textGavrić, 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.
Full textAgustin, 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.
Full textYu, 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.
Full textFurlong, 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.
Full textScerri, 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.
Full textArı, 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.
Full textYildirim, 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.
Full textBenrazavi, 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.
Full textPhillips, 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.
Full textDong, 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.
Full textWeng, 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.
Full textLi, 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.
Full textSenior, 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.
Full textGong, 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.
Full textSiu 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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