Suchergebnisse - "VIDEO game industry"
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1
Autoren:
Quelle: Creative Industries Journal. Nov2025, p1-19. 19p.
Schlagwörter: *VIDEO game industry, *CULTURAL industries, DIGITAL storytelling, FOLKLORE, CULTURAL relations, VIDEO games, ACCULTURATION
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2
Autoren:
Quelle: Strategic Organization. Nov2025, Vol. 23 Issue 4, p604-629. 26p.
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3
Autoren:
Quelle: International Journal of Arts Management. Fall2025, Vol. 28 Issue 1, p34-54. 21p.
Schlagwörter: *VIDEO game industry, *ORGANIZATIONAL performance, *STRATEGIC planning, *CULTURAL industries, LONGITUDINAL method
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4
Autoren:
Quelle: International Journal of Employment Studies. Oct2025, Vol. 33 Issue 1, p44-68. 25p.
Schlagwörter: *VIDEO game industry, *LABOR organizing, *SOCIAL services, *PRECARIOUS employment, VIDEO game development, SOCIAL capital
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5
Autoren: COURBE, THOMAS
Quelle: Jaune et la Rouge. nov2025, Issue 809, p26-29. 4p.
Schlagwörter: *VIDEO game industry, *INFORMATION & communication technologies, CULTURAL movements
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6
Autoren:
Quelle: Academy of Management Journal; Oct2025, Vol. 68 Issue 5, p1108-1129, 22p, 1 Color Photograph, 5 Charts, 3 Graphs
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7
Autoren:
Quelle: Journal of Operations Management. Sep2025, p1. 17p. 1 Illustration.
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8
Autoren:
Quelle: Production & Operations Management. Aug2025, Vol. 34 Issue 8, p2124-2142. 19p.
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9
Autoren: Szatmari, Balazs1 (AUTHOR) b.szatmari@uva.nl
Quelle: European Management Journal. Apr2025, Vol. 43 Issue 2, p271-285. 15p.
Schlagwörter: *VIDEO game industry, *VALUE capture, *ORGANIZATIONAL commitment, VIDEO signals, SIMULATION games
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10
Autoren:
Quelle: Production & Operations Management. May2025, Vol. 34 Issue 5, p949-973. 25p.
Schlagwörter: *INTERNET piracy, *VIDEO game industry, *CORPORATE culture, DIGITAL media, SOCIAL norms, COLLECTIVISM (Social psychology)
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11
Autoren:
Quelle: Media Psychology. 2025, Vol. 28 Issue 5, p706-730. 25p.
Schlagwörter: *VIDEO game industry, *USER experience, *HARMONY in music
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12
Autoren:
Quelle: International Journal of Sports Marketing & Sponsorship. 2025, Vol. 26 Issue 3, p436-467. 32p.
Schlagwörter: *SPORTS participation, *VIDEO game industry, *EXPLORATORY factor analysis, *SIMULATION games, *GEOGRAPHICAL discoveries
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13
Alternate Title: CONTENT STRATEGIES IN THE CONTEXT OF SOCIAL MEDIA USAGE BY VIDEO GAME COMPANIES: THE CASE OF X.
Autoren: ÖNAL, Umur Emre1 umuremreonal@gmail.com
Quelle: Dokuz Eylul University Journal of Graduate School of Social Sciences. 2025, Vol. 27 Issue 3, p1005-1025. 21p.
Schlagwörter: *SOCIAL media, *VIDEO game industry, *DIGITAL technology, *CUSTOMER relations, *CONTENT analysis
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14
Autoren: C. J.
Quelle: Wall Street Transcript. 11/9/2025, p1-5. 5p.
Schlagwörter: *GAMES industry, *VIDEO game industry, *CRYPTOCURRENCIES, *ARTIFICIAL intelligence, *EXECUTIVES, VIDEO game development
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15
Autoren: Lim, Cristina Teresa N.1
Quelle: Review of Integrative Business & Economics Research. 2025, Vol. 14 Issue 1, p72-87. 16p.
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16
Autoren:
Quelle: Management Science. Mar2025, Vol. 71 Issue 3, p2544-2564. 21p.
Schlagwörter: *VIDEO game industry, *INFORMATION storage & retrieval systems, *PRICES, MOBILE games, VIDEO games
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17
Alternate Title: Investigating the factors influencing the popularity of „AAA" video games in Hungary.
Autoren:
Quelle: Hungarian Statistical Review / Statisztikai Szemle. Feb2025, Vol. 103 Issue 2, p167-193. 27p.
Schlagwörter: *VIDEO game industry, *CONSUMERS' reviews, K-means clustering, VIDEO games, OLDER men
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18
Autoren:
Quelle: Revue de l'Entrepreneuriat / Review of Entrepreneurship. 2025, Vol. 24(2), p. 13-45.
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Autoren:
Quelle: Visual Review. 2025, Vol. 17 Issue 4, p187-197. 13p.
Schlagwörter: *VIDEO game industry, *BRANDING (Marketing), *ESPORTS, *INFLUENCER marketing, *GAMES industry
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20
Autoren:
Quelle: International Journal of Advanced Manufacturing Technology. May2025, Vol. 138 Issue 3, p1505-1522. 18p.
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