Статті в журналах з теми "Entertainment and gaming"
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Heubl, B. "The New Retro-Gaming Kings [Entertainment Gaming]." Engineering & Technology 16, no. 6 (July 1, 2021): 58–60. http://dx.doi.org/10.1049/et.2021.0611.
Повний текст джерелаSiu Lam, Carlos, and Lynn Jamieson. "MACAO’S NONGAMING ENTERTAINMENT, CULTURE AND CITY BRANDING." ENLIGHTENING TOURISM. A PATHMAKING JOURNAL 12, no. 1 (June 6, 2022): 304–36. http://dx.doi.org/10.33776/et.v12i1.5432.
Повний текст джерелаCHRISTIANSEN, E. "Gaming and entertainment An imperfect union?" Cornell Hotel and Restaurant Administration Quarterly 36, no. 2 (April 1995): 6. http://dx.doi.org/10.1016/0010-8804(95)93848-o.
Повний текст джерелаWang, Qianjin, Honghong Ren, Jiang Long, Yueheng Liu, and Tieqiao Liu. "Research progress and debates on gaming disorder." General Psychiatry 32, no. 3 (July 2019): e100071. http://dx.doi.org/10.1136/gpsych-2019-100071.
Повний текст джерелаBottino, Rosa Maria, Michela Ott, and Mauro Tavella. "Serious Gaming at School." International Journal of Game-Based Learning 4, no. 1 (January 2014): 21–36. http://dx.doi.org/10.4018/ijgbl.2014010102.
Повний текст джерелаSpence, Charles. "Scenting Entertainment: Virtual Reality Storytelling, Theme Park Rides, Gambling, and Video-Gaming." i-Perception 12, no. 4 (July 2021): 204166952110345. http://dx.doi.org/10.1177/20416695211034538.
Повний текст джерелаAustrin, Terry, and Jackie West. "Skills and surveillance in casino gaming." Work, Employment and Society 19, no. 2 (June 2005): 305–26. http://dx.doi.org/10.1177/0950017005053175.
Повний текст джерелаM, Mrs Raju, Syed Mohamed Ibrahim Badhusha J, and Harini M. "Re-shaping the Gaming Industry after 5G." International Journal for Research in Applied Science and Engineering Technology 10, no. 5 (May 31, 2022): 418–22. http://dx.doi.org/10.22214/ijraset.2022.42142.
Повний текст джерелаDeshmukh, Omkar Ramchandra. "Virtual Reality Next-gen Gaming Experience." International Journal for Research in Applied Science and Engineering Technology 10, no. 6 (June 30, 2022): 3442–43. http://dx.doi.org/10.22214/ijraset.2022.44662.
Повний текст джерелаValaei, Naser, Gregory Bressolles, Hina Khan, and Yee Min Low. "Ads in gaming apps: experiential value of gamers." Industrial Management & Data Systems 122, no. 1 (October 5, 2021): 78–106. http://dx.doi.org/10.1108/imds-11-2020-0660.
Повний текст джерелаValaei, Naser, Gregory Bressolles, Hina Khan, and Yee Min Low. "Ads in gaming apps: experiential value of gamers." Industrial Management & Data Systems 122, no. 1 (October 5, 2021): 78–106. http://dx.doi.org/10.1108/imds-11-2020-0660.
Повний текст джерелаSiu, Ricardo Chi Sen. "Is casino gaming a productive sector? A conceptual and cross-jurisdiction analysis." Journal of Gambling Business and Economics 1, no. 2 (January 2, 2013): 129–46. http://dx.doi.org/10.5750/jgbe.v1i2.514.
Повний текст джерелаHu, Haoran, and Xinya Ji. "An analysis of Gaming Disorder's Cause, Impact and Therapy." Journal of Education, Humanities and Social Sciences 8 (February 7, 2023): 1770–75. http://dx.doi.org/10.54097/ehss.v8i.4581.
Повний текст джерелаWu, Jiang. "On Situated Cognition-Based Approaches to Flash Educational Gaming Design." Advanced Materials Research 694-697 (May 2013): 2331–35. http://dx.doi.org/10.4028/www.scientific.net/amr.694-697.2331.
Повний текст джерелаBelinda, Elizabeth, and Agustinus Sutanto. "GAMING COMMUNITY ARENA." Jurnal Sains, Teknologi, Urban, Perancangan, Arsitektur (Stupa) 1, no. 2 (January 26, 2020): 1819. http://dx.doi.org/10.24912/stupa.v1i2.4535.
Повний текст джерелаSONG, RONGGONG, LARRY KORBA, GEORGE YEE, and YING-CHIEH CHEN. "PROTECT VIRTUAL PROPERTY IN ONLINE GAMING SYSTEM." International Journal of Software Engineering and Knowledge Engineering 17, no. 04 (August 2007): 483–96. http://dx.doi.org/10.1142/s0218194007003367.
Повний текст джерелаPotolia, Zoi. "Deceptive advertising and its connection to unregulated gambling in the gaming industry." Interactive Entertainment Law Review 4, no. 2 (December 1, 2021): 112–21. http://dx.doi.org/10.4337/ielr.2021.02.03.
Повний текст джерелаMarlowe, Byron, Tianshu Zheng, John Farrish, Jesus Bravo, and Victor Pimentel. "Double down: economic downturn and increased competition impacts on casino gaming and employment." International Hospitality Review 34, no. 1 (June 16, 2020): 105–24. http://dx.doi.org/10.1108/ihr-10-2019-0023.
Повний текст джерелаMcNeil, Levi. "Implementing digital game-enhanced pedagogy: Supportive and impeding language awareness and discourse participation phenomena." ReCALL 32, no. 1 (October 3, 2019): 106–24. http://dx.doi.org/10.1017/s095834401900017x.
Повний текст джерелаSchmidt, Steffen Christian Ekkehard, Stefan Sell, and Alexander Woll. "The Use of Compression Stockings to Reduce Water Retention in the Legs During Gaming and Esports: Randomized Controlled Field Study." Interactive Journal of Medical Research 11, no. 2 (September 29, 2022): e25886. http://dx.doi.org/10.2196/25886.
Повний текст джерелаMcKenzie, Andrew, and Jeffrey Punske. "Gaming as pedagogy in the linguistics classroom." Proceedings of the Linguistic Society of America 4, no. 1 (March 15, 2019): 39. http://dx.doi.org/10.3765/plsa.v4i1.4547.
Повний текст джерелаKrstić, Nataša. "Digital playground: Friend or foe to the children?" European Journal of Applied Economics 18, no. 2 (2021): 49–61. http://dx.doi.org/10.5937/ejae18-29481.
Повний текст джерелаMa, Li Juan. "Research on the Development and Influence of the Cyberculture." Advanced Materials Research 1030-1032 (September 2014): 2753–56. http://dx.doi.org/10.4028/www.scientific.net/amr.1030-1032.2753.
Повний текст джерелаLoi(Connie), Kim-Ieng. "Gaming and Entertainment Tourist Destinations: A World of Similarities and Differences." Tourism Recreation Research 33, no. 2 (January 2008): 165–83. http://dx.doi.org/10.1080/02508281.2008.11081303.
Повний текст джерелаShields, Peggy O. "Coming of Age: The College Market and the Gaming Entertainment Industry." Journal of Hospitality Marketing & Management 18, no. 1 (January 2009): 68–88. http://dx.doi.org/10.1080/19368620801989220.
Повний текст джерелаSuh, Eunju, and Sarah Tanford. "The Impact of Paid Versus Complimentary Showroom Entertainment on Gaming Volumes." Journal of Hospitality Marketing & Management 21, no. 4 (May 2012): 374–94. http://dx.doi.org/10.1080/19368623.2011.615024.
Повний текст джерелаNicoll, Benjamin. "Bridging the Gap." Games and Culture 12, no. 2 (May 22, 2016): 200–221. http://dx.doi.org/10.1177/1555412015590048.
Повний текст джерелаDi Paola, F., L. Inzerillo, and Y. Alognaa. "A GAMING APPROACH FOR CULTURAL HERITAGE KNOWLEDGE AND DISSEMINATION." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2/W15 (August 22, 2019): 421–28. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w15-421-2019.
Повний текст джерелаLopez-Gonzalez, Hibai, and Mark D. Griffiths. "Understanding the convergence of markets in online sports betting." International Review for the Sociology of Sport 53, no. 7 (December 14, 2016): 807–23. http://dx.doi.org/10.1177/1012690216680602.
Повний текст джерелаSubu, M. Arsyad, Peni Rahmawati, Imam Waluyo, and Rinto Agustino. "Kecanduan Internet Gaming dan Status Body Mass Index (BMI) Pada Remaja Tingkat Sekolah Menengah Pertama Tahun 2018." Jurnal Ilmu dan Teknologi Kesehatan 6, no. 2 (March 30, 2019): 167–74. http://dx.doi.org/10.32668/jitek.v6i2.182.
Повний текст джерелаDubey, Ayur, and Dr Amit Kumar. "Review on the online gaming industry in India." Journal of University of Shanghai for Science and Technology 23, no. 07 (July 20, 2021): 1006–13. http://dx.doi.org/10.51201/jusst/21/07252.
Повний текст джерелаLindridge, Andrew, Sharon E. Beatty, and William Magnus Northington. "Do gambling game choices reflect a recreational gambler’s motivations?" Qualitative Market Research: An International Journal 21, no. 3 (June 11, 2018): 296–315. http://dx.doi.org/10.1108/qmr-10-2016-0093.
Повний текст джерелаWillett, Rebekah. "Online Gaming Practices of Preteens: Independent Entertainment Time and Transmedia Game Play." Children & Society 30, no. 6 (March 10, 2016): 467–77. http://dx.doi.org/10.1111/chso.12155.
Повний текст джерелаLam, Desmond, and Bernadete Ozorio. "Duplication of Purchase Law in the gaming entertainment industry—A transnational investigation." International Journal of Hospitality Management 33 (June 2013): 203–7. http://dx.doi.org/10.1016/j.ijhm.2012.08.004.
Повний текст джерелаSchatto-Eckrodt, Tim, Robin Janzik, Felix Reer, Svenja Boberg, and Thorsten Quandt. "A Computational Approach to Analyzing the Twitter Debate on Gaming Disorder." Media and Communication 8, no. 3 (August 13, 2020): 205–18. http://dx.doi.org/10.17645/mac.v8i3.3128.
Повний текст джерелаBhatti, Zeeshan, and Naila Shabbir. "Serious Game model for dyslexic children." Sukkur IBA Journal of Computing and Mathematical Sciences 6, no. 1 (July 21, 2022): 72–78. http://dx.doi.org/10.30537/sjcms.v6i1.864.
Повний текст джерелаStevanovic, Dejan, Ana Djoric, Yatan Balhara, Nikola Cirovic, Sidharth Arya, Ramdas Ransing, Tuong-Vi Thi, et al. "Assessing the symptoms of Internet Gaming Disorder among college/university students: An international validation study of a self-report." Psihologija 53, no. 1 (2020): 43–63. http://dx.doi.org/10.2298/psi190421015s.
Повний текст джерелаZeng, Yilei. "How Human Centered AI Will Contribute Towards Intelligent Gaming Systems." Proceedings of the AAAI Conference on Artificial Intelligence 35, no. 18 (May 18, 2021): 15742–43. http://dx.doi.org/10.1609/aaai.v35i18.17868.
Повний текст джерелаPilkevych, Andrii. "US popular culture in the mirror of video game industry conventions." Ethnic History of European Nations, no. 64 (2021): 97–101. http://dx.doi.org/10.17721/2518-1270.2021.64.13.
Повний текст джерелаLi, Jun (Justin), IpKin Anthony Wong, and Woo Gon Kim. "Re-segmenting a gaming destination market." Journal of Vacation Marketing 23, no. 3 (May 11, 2016): 205–16. http://dx.doi.org/10.1177/1356766716647438.
Повний текст джерелаMuzhdaba, A. D., and A. O. Tsarev. "Nurture by Tetris: On the Ideological Foundations of the Soviet Computer Game." Sociology of Power 32, no. 3 (October 2020): 114–41. http://dx.doi.org/10.22394/2074-0492-2020-3-114-141.
Повний текст джерелаBoard, Editorial. "Application of Gaming in New Media Marketing." Global Journal of Enterprise Information System 9, no. 3 (September 27, 2017): 116. http://dx.doi.org/10.18311/gjeis/2017/17986.
Повний текст джерелаHalbrook, Yemaya J., Aisling T. O’Donnell, and Rachel M. Msetfi. "When and How Video Games Can Be Good: A Review of the Positive Effects of Video Games on Well-Being." Perspectives on Psychological Science 14, no. 6 (November 2019): 1096–104. http://dx.doi.org/10.1177/1745691619863807.
Повний текст джерелаHutama, Nurizky Adhi, and Budi Irawanto. "“Menjadi Sesuatu Yang Berbeda”: Studi Gamer Perempuan Di Yogyakarta." Jurnal Media dan Komunikasi Indonesia 3, no. 1 (March 29, 2022): 66. http://dx.doi.org/10.22146/jmki.66967.
Повний текст джерелаFrazier, Spencer, Alex Newnan, Rajiv Maheswaran, Yu-Han Chang, and Fotos Frangoudes. "TEAM-IT : Location-Based Gaming in Real and Virtual Environments." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 8, no. 1 (June 30, 2021): 142–47. http://dx.doi.org/10.1609/aiide.v8i1.12525.
Повний текст джерелаCarvalho, Vitor Marques, and Elizabeth Sucupira Furtado. "A Framework Used for Analysis of User Experience in Games." Journal on Interactive Systems 11, no. 1 (December 9, 2020): 66–73. http://dx.doi.org/10.5753/jis.2020.759.
Повний текст джерелаBuletsa, S., and A. Tegza. "Protection of virtual gaming property: national and foreign experience." Uzhhorod National University Herald. Series: Law, no. 69 (April 15, 2022): 89–93. http://dx.doi.org/10.24144/2307-3322.2021.69.14.
Повний текст джерелаVai, Fong Tou, Leanda Lee, and Joao Negreiros. "Implementation of Enterprise Resource Planning for the Supply Chain Management of the Food and Beverage Department at Macao Entertainment Corp." Information Resources Management Journal 27, no. 1 (January 2014): 36–52. http://dx.doi.org/10.4018/irmj.2014010103.
Повний текст джерела黃書瑋, 黃書瑋. "穿梭虛實之間:上班族玩家在線上遊戲的社會資本運作之探討". 中華傳播學刊 41, № 41 (червень 2022): 237–74. http://dx.doi.org/10.53106/172635812022060041007.
Повний текст джерелаVoštinár, Patrik, Dana Horváthová, Martin Mitter, and Martin Bako. "The look at the various uses of VR." Open Computer Science 11, no. 1 (January 1, 2021): 241–50. http://dx.doi.org/10.1515/comp-2020-0123.
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