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ArtsRN: Video Game Studies (Topic)

48,355 Total downloads

Viewing: 1 - 50 of 93 papers

1.

Understanding the Effects of Violent Video Games on Violent Crime

Number of pages: 41 Posted: 09 Feb 2020 Last Revised: 09 Feb 2020
Working Paper Series
Baylor University, University of Applied Sciences Darmstadt and University of Texas at Arlington - College of Business Administration - Department of Economics

Multiple version iconThere are 2 versions of this paper

Downloads 13,479
2.

What Is eSports and Why Do People Watch It?

Hamari, J., & Sjöblom, M. (2017). What is eSports and why do people watch it? Internet research, 27(2). DOI: 10.1108/IntR-04-2016-0085, Forthcoming,
Number of pages: 34 Posted: 04 Feb 2020 Last Revised: 04 Feb 2020
Accepted Paper Series
School of Information Science, University of Tampere and Game Research Lab, School of Information Science, Tampere University
Downloads 8,935
3.

Video Games: Serious Business for America's Economy

Entertainment Software Association Report, 2006
Number of pages: 48 Posted: 09 Feb 2020
Accepted Paper Series
Brookings Institution and Criterion Economics, L.L.C.
Downloads 2,120
4.

Success in eSports: Does Country Matter?

Number of pages: 29 Posted: 09 Feb 2020 Last Revised: 09 Feb 2020
Working Paper Series
National Research University Higher School of Economics and National Research University Higher School of Economics
Downloads 2,096
5.

Traveling Through Cyberspace: Tourism and Photography in Virtual Worlds

Number of pages: 24 Posted: 08 Feb 2020
Working Paper Series
Independent
Downloads 1,985
6.

Video Games and Crime

Contemporary Economic Policy, Volume 29, Issue 2, pages 261–273, April 2011,
Number of pages: 33 Posted: 09 Feb 2020 Last Revised: 09 Feb 2020
Working Paper Series
University of Texas at Arlington - College of Business Administration - Department of Economics
Downloads 1,937
7.

Copyright Law and Video Games: A Brief History of an Interactive Medium

Number of pages: 32 Posted: 09 Feb 2020 Last Revised: 09 Feb 2020
Working Paper Series
Rutgers School of Law
Downloads 1,745
8.

Dynamic Demand for New and Used Durable Goods without Physical Depreciation: The Case of Japanese Video Games

Rotman School of Management Working Paper No. 2189871
Number of pages: 51 Posted: 09 Feb 2020 Last Revised: 09 Feb 2020
Working Paper Series
New York University (NYU) - Leonard N. Stern School of Business and Johns Hopkins University - Carey Business School
Downloads 1,561
9.

Real Economics in Virtual Worlds: A Massively Multiplayer Online Game Case Study: Runescape

Number of pages: 197 Posted: 09 Feb 2020
Working Paper Series
affiliation not provided to SSRN
Downloads 1,399
10.

Why Do People Watch Others Play Video Games? An Empirical Study on the Motivations of Twitch Users

Number of pages: 29 Posted: 09 Feb 2020
Working Paper Series
Game Research Lab, School of Information Science, Tampere University and School of Information Science, University of Tampere
Downloads 1,287
11.

Do Violent Video Games Harm Children? Comparing the Scientific Amicus Curiae 'Experts' in Brown v. Entertainment Merchants Association

Northwestern University Law Review Colloquy, Vol. 106, p. 1, 2011
Number of pages: 12 Posted: 09 Feb 2020
Accepted Paper Series
Texas Southern University - Thurgood Marshall School of Law, Ohio State University (OSU) - School of Journalism and Communication and Iowa State University - Department of Psychology
Downloads 1,130
12.

Do Online Customer Reviews Matter? Evidence from the Video Game Industry

Telecom ParisTech Working Paper No. ESS-08-02
Number of pages: 22 Posted: 09 Feb 2020
Working Paper Series
Télécom Paris, Telecom ParisTech, Telecom Paris Tech and Télécom Paris
Downloads 801
13.

Regulating Youth Access to Violent Video Games: Three Responses to First Amendment Concerns

Michigan State-DCL Law Review, p. 51, 2003
Number of pages: 64 Posted: 09 Feb 2020
Accepted Paper Series
Michigan State University College of Law
Downloads 626
14.

The Lens of Intrinsic Skill Atoms: A Method for Gameful Design

Human-Computer Interaction, Special Issue "HCI and Digital Games," Forthcoming
Number of pages: 70 Posted: 22 Jan 2020
Accepted Paper Series
Game Design, College of Arts, Media, and Design, Northeastern University
Downloads 592
15.

'Level Up': Leveraging Skill and Engagement to Maximize Player Game-Play in Online Video Games

Number of pages: 52 Posted: 09 Feb 2020 Last Revised: 09 Feb 2020
Working Paper Series
Carnegie Mellon University - David A. Tepper School of Business, University of Michigan, Stephen M. Ross School of Business and University of Michigan, Stephen M. Ross School of Business
Downloads 570
16.

Marketing and Policy Considerations for Violent Video Games

Journal of Public Policy and Marketing, Vol. 18, p. 270, 1999
Number of pages: 6 Posted: 09 Feb 2020
Accepted Paper Series
Jackson County Law Library, Inc.
Downloads 504
17.

Privacy in Gaming

28 Fordham Intell. Prop. Media & Ent. L.J. (Fall 2018 Forthcoming), Fordham Law Legal Studies Research Paper
Number of pages: 89 Posted: 09 Feb 2020
Working Paper Series
Fordham Center on Law and Information Policy (CLIP), Fordham University School of Law and Fordham Center on Law and Information Policy (CLIP)
Downloads 477
18.

Changing Business Models in the Creative Industries: The Cases of Television, Computer Games and Music

Number of pages: 67 Posted: 09 Feb 2020
Working Paper Series
University of London - Goldsmiths College
Downloads 458
19.

Data Mining User Generated Content: Transforming Play and Leisure in Online Social Gaming into Business Analytics

Number of pages: 27 Posted: 09 Feb 2020
Working Paper Series
affiliation not provided to SSRN, affiliation not provided to SSRN and Simon Fraser University, School of Communication
Downloads 409
20.

Case Study: Australia's Computer Games Audience and Restrictive Ratings System

Communications & Strategies, No. 73, pp. 67-79, 2009
Number of pages: 13 Posted: 09 Feb 2020
Accepted Paper Series
Bond University, Bond University and Bond University
Downloads 401
21.

Cutting Class to Play Video Games

Number of pages: 31 Posted: 04 Feb 2020 Last Revised: 04 Feb 2020
Working Paper Series
University of Texas at Arlington - College of Business Administration - Department of Economics
Downloads 331
22.

Do Video Games Increase Crime?

Number of pages: 42 Posted: 09 Feb 2020 Last Revised: 09 Feb 2020
Working Paper Series
University of Florida, University of Florida - Fisher School of Accounting, The Chinese University of Hong Kong and Arizona State University (ASU) - School of Accountancy
Downloads 324
23.

The Renaissance of Natural Law: Tolkien, Fantasy, and Video Games

Number of pages: 14 Posted: 09 Feb 2020
Working Paper Series
Indiana University
Downloads 298
24.

Can Video Games Affect Children's Cognitive and Non-Cognitive Skills?

UNSW Australian School of Business Research Paper No. 2012 ECON 37
Number of pages: 44 Posted: 09 Feb 2020 Last Revised: 09 Feb 2020
Working Paper Series
City University London
Downloads 296
25.

Business Models and Virtual Worlds: The Second Life Lesson

Number of pages: 24 Posted: 04 Feb 2020
Working Paper Series
Università degli Studi di Udine - Department of Economics and Università degli Studi di Udine - Department of Economics
Downloads 288
26.

Exploring Application, Attitudes and Integration of Video Games: MinecraftEdu in Middle School

Sáez-López, J. M., Miller, J., Vázquez-Cano, E., & Domínguez-Garrido, M. C. (2015). Exploring Application, Attitudes and Integration of Video Games: MinecraftEdu in Middle School. Educational Technology & Society, 18 (3), 114–128.,
Number of pages: 15 Posted: 04 Feb 2020
Accepted Paper Series
Universidad Nacional de Educacion a Distancia (UNED), Chalone Peaks Middle School, Universidad Nacional de Educacion a Distancia (UNED) and Universidad Nacional de Educacion a Distancia (UNED)
Downloads 266
27.

Electronic Games & the First Amendment

Northwestern Interdisciplinary Law Review, Vol. 4, No. 1, Spring 2011
Number of pages: 61 Posted: 09 Feb 2020
Accepted Paper Series
Northwestern University
Downloads 265
28.

Playing in the Virtual Arena: Avatars, Publicity and Identity Reconceptualized through Virtual Worlds and Computer Games

Chapman Law Review, Vol. 11, No. 3, 2008
Number of pages: 46 Posted: 08 Feb 2020
Working Paper Series
Shepard Broad College of Law
Downloads 249
29.

Teaching with Simcity: Using Computer Games to Construct Dynamic Governance Simulations

2013 APSA Teaching and Learning Conference Paper
Number of pages: 21 Posted: 09 Feb 2020
Working Paper Series
Pennsylvania State University Harrisburg
Downloads 174
30.

Multiplayer Games: Tax, Copyright, Consumers and the Video Game Industries

European Journal of Law and Technology, 2014, 5(3)
Number of pages: 19 Posted: 08 Feb 2020
Accepted Paper Series
Queen's University Belfast - School of Law
Downloads 173
31.

The Law and Science of Video Game Violence: What Was Lost in Translation?

Cardozo Arts & Entertainment Law Journal, Forthcoming
Number of pages: 60 Posted: 09 Feb 2020 Last Revised: 09 Feb 2020
Accepted Paper Series
The John Marshall Law School
Downloads 171
32.

Grand Theft Architecture: Architectural Works in Video Games after E.S.S. Entertainment v. Rockstar Games

Berkeley Technical Law Journal, Vol. 25, p. 429, 2010
Number of pages: 36 Posted: 09 Feb 2020 Last Revised: 09 Feb 2020
Accepted Paper Series
affiliation not provided to SSRN
Downloads 170
33.

Pokémon Go and the Law: Privacy, Intellectual Property, and Other Legal Concerns

Number of pages: 8 Posted: 09 Feb 2020
Working Paper Series
Yale Law School - Information Society Project
Downloads 166
34.

Violent Video Games & ‘Constitutionalized’ Negligence

Washington University Law Review, 2012
Number of pages: 51 Posted: 09 Feb 2020 Last Revised: 09 Feb 2020
Accepted Paper Series
Texas Southern University - Thurgood Marshall School of Law
Downloads 153
35.

A Quest for the Legal Status of Avatars in MMORPG

Law & Technology, Published by Seoul National University Center for Law & Technology, Vol. 2, No. 4, July 2006
Number of pages: 10 Posted: 08 Feb 2020
Accepted Paper Series
Republic of Korea - Central District Court
Downloads 149
36.

Legal Protection of Video Games

Proceedings of the Annual Scientific Conference of Angel Kanchev University of Ruse and Union of Scientists - Ruse, 2017, Volume 56, Book 7, SAT-2B.313-2-L -04. , Proceedings of the Annual Scientific Conference of University of National and World Economy - Sofia, 2017, Forthcoming.
Number of pages: 9 Posted: 09 Feb 2020
Accepted Paper Series
University of National and World Economy
Downloads 147
37.

A Study of Playing Video Game on Computer with Keyboard Control

International Research Journal of Engineering and Technology (IRJET) Volume 5, Issue 10 (Oct 2018)
Number of pages: 3 Posted: 09 Feb 2020
Working Paper Series
T-Mark Inc, Tokyo, Japan
Downloads 138
38.

Time, Space and Motion in Braid: A Cognitive Semantic Approach to a Video Game

Stamenković, Dušan and Milan Jaćević (2015). “Time, Space and Motion in Braid: А Cognitive Semantic Approach to a Video Game”. Games and Culture: A Journal of Interactive Media 10 (2): 178–203. DOI 10.1177/1555412014557640,
Number of pages: 43 Posted: 04 Feb 2020 Last Revised: 04 Feb 2020
Accepted Paper Series
University of Niš - Faculty of Philosophy and University of Niš - Faculty of Philosophy
Downloads 119
39.

All Your Works Are Belong to Us: New Frontiers for the Derivative Work Right in Video Games

North Carolina Journal of Law and Technology, Vol. 19, No. 3, 2018
Number of pages: 50 Posted: 09 Feb 2020
Accepted Paper Series
Cohen&Green P.L.L.C.
Downloads 112
40.

Can Students Learn History by Playing Assassin’s Creed? An Exploratory Study of 329 High School Students

Karsenti, T. (2019). Can Students Learn History by Playing Assassin’s Creed? Montreal: CRIFPE; ISBN: 978-2-923808-88-9 ,
Number of pages: 27 Posted: 09 Feb 2020
Accepted Paper Series
University of Montreal, University of Montreal and University of Montreal
Downloads 111
41.

Methods to Market Mario: An Analysis of American and Japanese Preference for Control in Video Games

Number of pages: 78 Posted: 09 Feb 2020 Last Revised: 09 Feb 2020
Working Paper Series
affiliation not provided to SSRN
Downloads 109
42.

'Reasoning-Lite' in the Violent Video Game Case

Wake Forest Law Review Online, Vol. 1, p. 124, 2011, Widener Law School Legal Studies Research Paper No. 12-05
Number of pages: 10 Posted: 09 Feb 2020
Accepted Paper Series
Widener University - Delaware Law School
Downloads 107
43.

Digital Heritage: Legal Barriers to Conserving New Zealand’s Early Video Games

New Zealand Business Law Quarterly, Vol. 13, No. 5, pp. 48-71, 2007
Number of pages: 23 Posted: 09 Feb 2020
Accepted Paper Series
Victoria University of Wellington
Downloads 102
44.

Defining Speech in an Entertainment Age: The Case of First Amendment Protection for Video Games

Southern Methodist University Law Review, Vol. 57, No. 1, 2004
Number of pages: 22 Posted: 09 Feb 2020
Accepted Paper Series
University of South Dakota - School of Law
Downloads 98
45.

Video Game: An Audio Visual Protection or a Software Protection

Number of pages: 10 Posted: 09 Feb 2020 Last Revised: 09 Feb 2020
Working Paper Series
University of Petroleum and Energy Studies (UPES), Dehradun, Students
Downloads 96
46.

What Can Human Resource Management Learn from Video Games? An Ethnographical Approach to World of Warcraft

Number of pages: 2 Posted: 04 Feb 2020
Working Paper Series
University of Siegen
Downloads 94
47.

'Pokémon Go' a Year-In: How Scarcity and Needs for Uniqueness Lead Consumers to Complete Collections

Number of pages: 21 Posted: 04 Feb 2020 Last Revised: 04 Feb 2020
Working Paper Series
Columbus College of Art & Design
Downloads 90
48.

Video Software Dealers Ass'n v. Schwarzenegger: A Rising Ninth Circuit Case on the Constitutionality of States' Regulation of Minors' Access to Violent Video Games

Computer & Internet Lawyer, Vol. 25, No. 5, May 2008
Number of pages: 4 Posted: 09 Feb 2020 Last Revised: 09 Feb 2020
Accepted Paper Series
Technology & Cybersecurity Law Group
Downloads 90
49.

The Role of Spontaneous Order and Choice in Video Games: A Case Study of Destiny

Number of pages: 33 Posted: 09 Feb 2020
Working Paper Series
Troy University, Manuel H. Johnson Center for Political Economy, Students
Downloads 85
50.

Strategic Timing of Entry: Evidence from Video Games

ZEW - Centre for European Economic Research Discussion Paper No. 13-117
Number of pages: 41 Posted: 09 Feb 2020
Working Paper Series
University of Applied Sciences Darmstadt and University of Texas at Arlington - College of Business Administration - Department of Economics
Downloads 84