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Pedro A. Santos, Patrícia Romeiro, Flávio Nunes, Paul Hollins, Ruben Riestra
Despite the impressive growth of the video game industry in Europe and a growing interest emerging in that industrial sector, there is still a knowledge deficiency in respect of its characteristics, and its contribution to urban and regional development....
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Jeffry Babb, Neil Terry, Kareem Dana
This paper examines video game sales by platform in the global market from a period spanning 2006 through 2011. As the home video game industry has rapidly matured and become established as a forefront facet of interactive entertainment in the home, we s...
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Ira Puspitasari,Elzha Odie Syahputra,Indra Kharisma Raharjana,Ferry Jie
Pág. 131 - 138
One of the key success factors in video game industry, including multiplayer video game (MVG), is the user?s continuance intention. The MVG industry runs in a highly competitive market. Users can shift to another game as soon as they discover a slightly ...
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Héctor Cardona-Reyes, Jaime Muñoz-Arteaga, Andres Mitre-Ortiz and Klinge Orlando Villalba-Condori
The video game and entertainment industry has been growing in recent years, particularly those related to Virtual Reality (VR). Therefore, video game creators are looking for ways to offer and improve realism in their applications in order to improve use...
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Grégoire Cattan, Anton Andreev and Etienne Visinoni
The integration of a P300-based brain?computer interface (BCI) into virtual reality (VR) environments is promising for the video games industry. However, it faces several limitations, mainly due to hardware constraints and limitations engendered by the s...
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Der Ren Hsu
Pág. 3022 - 3026
In cultural creative industry, mobile games are one of the most increasing markets. Pokemon Go, as an Augmented reality (AR) in mobile games, may lead to both video game and physical activity, but it also inevitably triggers a certain degree of side effe...
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Nicole F. Velasquez, Hannah Newman, Scott Miller
The secondary market for video game purchases is a multi-billion dollar industry that some believe is unfair to video game developers. Using the Theory of Reasoned Action (TRA), we investigated user attitudes and subjective norms and their affect on a co...
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Bi-Huei Tsai
Purpose of study: This study investigates the change of stock returns during the Lehman Brother?s announcement of bankruptcy in 2008 for the Taiwanese listed video game companies. We further explore the change of stock returns for the Taiwanese listed vi...
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