派博傳思國際中心

標(biāo)題: Titlebook: Changing the Rules of the Game; Economic, Management Sabine Hotho,Neil McGregor Book 2013 Palgrave Macmillan, a division of Macmillan Publi [打印本頁]

作者: Systole    時(shí)間: 2025-3-21 16:42
書目名稱Changing the Rules of the Game影響因子(影響力)




書目名稱Changing the Rules of the Game影響因子(影響力)學(xué)科排名




書目名稱Changing the Rules of the Game網(wǎng)絡(luò)公開度




書目名稱Changing the Rules of the Game網(wǎng)絡(luò)公開度學(xué)科排名




書目名稱Changing the Rules of the Game被引頻次




書目名稱Changing the Rules of the Game被引頻次學(xué)科排名




書目名稱Changing the Rules of the Game年度引用




書目名稱Changing the Rules of the Game年度引用學(xué)科排名




書目名稱Changing the Rules of the Game讀者反饋




書目名稱Changing the Rules of the Game讀者反饋學(xué)科排名





作者: 結(jié)構(gòu)    時(shí)間: 2025-3-21 22:35

作者: Diskectomy    時(shí)間: 2025-3-22 01:19

作者: 剛毅    時(shí)間: 2025-3-22 05:44

作者: 昏睡中    時(shí)間: 2025-3-22 11:34

作者: 裂縫    時(shí)間: 2025-3-22 15:00

作者: 裂縫    時(shí)間: 2025-3-22 20:54

作者: 固定某物    時(shí)間: 2025-3-22 21:28
https://doi.org/10.1007/978-3-531-90473-34. Eighty-nine per cent worked in development, the remainder working in functional support; 77 per cent of organizations used freelancers while 29 per cent expected to increase their usage in the near future (Skillset, 2011). Traditionally companies of this size do not employ HR professionals. The w
作者: 不容置疑    時(shí)間: 2025-3-23 01:46

作者: Saline    時(shí)間: 2025-3-23 07:55
Politikwissenschaftliche Paperbackshe seed of a feeling of presence for multiple users. Without a more complete definition of these networks as worlds, Bell’s definition of a network of avatars describes many other kinds of cyberspaces and is too broad to capture the particular qualities of VWs. We therefore extend his definition: a
作者: NEXUS    時(shí)間: 2025-3-23 10:43

作者: 土坯    時(shí)間: 2025-3-23 16:22

作者: offense    時(shí)間: 2025-3-23 21:30

作者: 蜿蜒而流    時(shí)間: 2025-3-24 01:42

作者: 螢火蟲    時(shí)間: 2025-3-24 06:02
ulti-disciplinary approach and captures emerging trends as well as the issues and challenges faced by businesses, their managers and their workforce in the games industry.978-1-349-33819-1978-1-137-31841-1
作者: collateral    時(shí)間: 2025-3-24 07:51
https://doi.org/10.1007/978-3-531-90286-9support. This chapter examines one significant sub-sector of the software industry, the computer (or video) games industry, and focuses on the impact on games development companies of the opportunities created by developments in Internet and mobile technologies.
作者: AGATE    時(shí)間: 2025-3-24 13:39
Business Growth, the Internet and Risk Management in the Computer Games Industry,support. This chapter examines one significant sub-sector of the software industry, the computer (or video) games industry, and focuses on the impact on games development companies of the opportunities created by developments in Internet and mobile technologies.
作者: PIZZA    時(shí)間: 2025-3-24 18:48
Forschungsdesign und Analyserahmenersify opportunities for development and routes to market, and consequently offer ever more opportunities for new enterprises. The industry’s growth trajectory remains exceptional as technological advances relating to platforms, their capacities and functionalities, and their potential for compatibility remain unpredictable (., 2012).
作者: 使顯得不重要    時(shí)間: 2025-3-24 19:19

作者: 無意    時(shí)間: 2025-3-25 00:39
,‘Some Companies Are Fine One Day and Gone the Next’: Sustaining Business in the Digital Games Indusersify opportunities for development and routes to market, and consequently offer ever more opportunities for new enterprises. The industry’s growth trajectory remains exceptional as technological advances relating to platforms, their capacities and functionalities, and their potential for compatibility remain unpredictable (., 2012).
作者: PAD416    時(shí)間: 2025-3-25 06:02

作者: 不透明性    時(shí)間: 2025-3-25 09:00

作者: DUST    時(shí)間: 2025-3-25 12:07

作者: 不連貫    時(shí)間: 2025-3-25 19:09

作者: Provenance    時(shí)間: 2025-3-25 21:46
978-1-349-33819-1Palgrave Macmillan, a division of Macmillan Publishers Limited 2013
作者: 捕鯨魚叉    時(shí)間: 2025-3-26 02:58

作者: 吞下    時(shí)間: 2025-3-26 07:47

作者: 異端邪說下    時(shí)間: 2025-3-26 12:23
ulti-disciplinary approach and captures emerging trends as well as the issues and challenges faced by businesses, their managers and their workforce in the games industry.978-1-349-33819-1978-1-137-31841-1
作者: SPECT    時(shí)間: 2025-3-26 14:14

作者: tendinitis    時(shí)間: 2025-3-26 18:58
https://doi.org/10.1007/978-3-531-90286-9n the United Kingdom since New Labour’s election in 1997 and, in particular, since 1998 with the inclusion of digital games as a sub-sector of creative industries as defined by the Creative Industries Task Force. Its high public profile has been justified by claims of economic weight and potential e
作者: 名字    時(shí)間: 2025-3-26 23:42

作者: Conquest    時(shí)間: 2025-3-27 03:02

作者: 完成才會(huì)征服    時(shí)間: 2025-3-27 05:54
https://doi.org/10.1007/978-3-531-90286-9f new business opportunities as well as significant impacts across software business processes such as software development, distribution and product support. This chapter examines one significant sub-sector of the software industry, the computer (or video) games industry, and focuses on the impact
作者: NEXUS    時(shí)間: 2025-3-27 10:22
Forschungsdesign und Analyserahmen In November 2012, for instance, NPD Group, reporting a 22 per cent year-on-year sales growth in digital games in the US market, described this industry as the only bright spot in an otherwise depressed economy. With its offering of affordable, easy-to-access entertainment and a still relatively you
作者: 歡樂東方    時(shí)間: 2025-3-27 16:16
Erkenntnisziel und Anlage der Untersuchungrous reports from national and international trade organizations such as The Independent Game Developer Association (TIGA), Entertainment Software Association (ESA), European Games Developer Federation (EGDF) and International Game Developers Association (IGDA). However, policy makers, government or
作者: 精美食品    時(shí)間: 2025-3-27 20:22

作者: 陰謀小團(tuán)體    時(shí)間: 2025-3-28 00:10
https://doi.org/10.1007/978-3-531-90473-3going studies we investigate the contextual forces of violent game development and gamework well-being. Our analysis of both studies draws on the theory of interpretive schemes (for instance, Bartunek, 1984; Ranson .., 1980) as an analytical lens (Walsham, 2003), which theorizes about the systems of
作者: Valves    時(shí)間: 2025-3-28 04:07
Forschungsdesign und Analyserahmenft’s headquarters in Redmond near Seattle in the mid-1990s. Through Daniel’s blog style diary entries their motivations, hopes and dreams are revealed as they are gradually tempted to relocate to Silicon Valley in California by the lure of being in at the start of a new and exciting games software p
作者: Malleable    時(shí)間: 2025-3-28 07:29

作者: Inveterate    時(shí)間: 2025-3-28 11:16
Introduction: Emerging Perspectives on an Emerging Industry,oung, rapidly evolving and frequently experiencing disruptive innovation. These disruptions create new opportunities as they lower entry barriers and reduce the cost of distribution and production. The pace of technological change and the options it affords have generated a spate of business model i
作者: 創(chuàng)新    時(shí)間: 2025-3-28 17:27

作者: 純樸    時(shí)間: 2025-3-28 18:55
Commercial Business Models for a Fast Changing Industry,same during launch week. Collectively, we contribute to the £490 million of sales in the week following .’s release. Standing in line feels anachronistic in a world where ‘on demand’ has come to mean games at your fingertips, any genre, any format, any platform.
作者: municipality    時(shí)間: 2025-3-28 23:59
The Role of the Consumer: From Sales to Co-production,m fans alerted to the project on Twitter and Facebook (Snider, 2012). Reflecting on this rapid response, industry analyst Wanda Meloni commented: ‘I think there is a growing pent-up demand for really good, creatively designed games that aren’t coming out of the big publishers’ (Snider, 2012: 5B). Th
作者: 惡心    時(shí)間: 2025-3-29 07:02

作者: 準(zhǔn)則    時(shí)間: 2025-3-29 08:21

作者: 并排上下    時(shí)間: 2025-3-29 12:59

作者: braggadocio    時(shí)間: 2025-3-29 18:32

作者: octogenarian    時(shí)間: 2025-3-29 21:34
How Funny Are Games? Violent Games Content and Studio Well-Being,going studies we investigate the contextual forces of violent game development and gamework well-being. Our analysis of both studies draws on the theory of interpretive schemes (for instance, Bartunek, 1984; Ranson .., 1980) as an analytical lens (Walsham, 2003), which theorizes about the systems of
作者: 乳白光    時(shí)間: 2025-3-30 02:53
Critical Perspectives on the Games Industry: Constructs and Collusion,ft’s headquarters in Redmond near Seattle in the mid-1990s. Through Daniel’s blog style diary entries their motivations, hopes and dreams are revealed as they are gradually tempted to relocate to Silicon Valley in California by the lure of being in at the start of a new and exciting games software p
作者: 喪失    時(shí)間: 2025-3-30 07:27





歡迎光臨 派博傳思國際中心 (http://www.pjsxioz.cn/) Powered by Discuz! X3.5
旌德县| 彩票| 眉山市| 饶阳县| 正镶白旗| 牙克石市| 庄浪县| 广水市| 曲沃县| 高唐县| 台江县| 五家渠市| 兴隆县| 常熟市| 土默特右旗| 乌审旗| 五大连池市| 深圳市| 浦县| 赤壁市| 菏泽市| 榆社县| 延川县| 民乐县| 偃师市| 皮山县| 定结县| 靖边县| 平果县| 新源县| 炉霍县| 桓台县| 河东区| 贡觉县| 南城县| 兰州市| 福海县| 顺义区| 彭水| 阳高县| 永定县|