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Harnessing the Power of ITIL
Get the most out of ITIL, leveraging this revolutionary IT service delivery model to find the right solutions to true business problems the first time...
Sponsored by: SkillSoft
Date: April 2008 |
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2004 Web and Downloadable Games White Paper
The concept of downloadable games is nothing new. Small free games have been available for download for many years. As a revenue-producing section of the...
Company: International Game Developer Association
Date: March 2004 |
International Game Developer Association |
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IGDA Online Games White Paper
Online games are an emerging market with many opportunities and challenges for game developers. While developers have expertise in designing and developing game experiences, they...
Company: International Game Developer Association
Date: March 2003 |
International Game Developer Association |
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Moore’s Law and Electronic Games
This paper is based on the Moore's Law that observes that the transistor density of a silicon chip will double every two years, allowing a...
Company: Deloitte LLP
Date: May 2004 |
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Pitfalls of Virtual Property
This paper describes various pitfalls associated with the notion of real-world ownership of virtual property, taken from the perspective of a developer of virtual worlds....
Company: The Themis Group
Date: July 2004 |
The Themis Group |
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The Mobile Platform Wars
Since the very inception of mobile games (meaning 1999), it's been clear that multiplayer gaming is the real future of mobile entertainment. After all, while...
Company: The Themis Group
Date: February 2004 |
The Themis Group |
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The Themis Report : Online Games
The Themis Report is an analyst's report with a difference. It's a report created by people who have been in the trenches of online games...
Company: The Themis Group
Date: March 2003 |
The Themis Group |
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Video Game Consoles: The Next Steps
The aim of this report is to provide an analysis of the most important facets of the games industry over the next five years. This...
Company: Juniper Research
Date: January 2004 |
Juniper Research |
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Interaction in Networked Virtual Environments as Communicative Action: Social Theory and Multi-player Games
The ambiguous and highly subjective meaning assigned to the word "interaction" makes it difficult for the researchers and practitioners, who work in the area of...
Company: University of Oulu
Date: June 2001 |
University of Oulu |
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Virtual Team Interactions in Networked Multimedia Games
This paper describes the findings of the ethnographical research concentrating on multiplayer games. The research methods used are qualitative. The preliminary analysis indicates that, according...
Company: University of Oulu
Date: January 2002 |
University of Oulu |
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Rich Interaction in the Context of Networked Virtual Environments - Experiences Gained from the Multi-player Games Domain
The aim of this paper is to provide a tentative taxonomy and corresponding hierarchical model of interaction in the context of Networked Virtual Environments. The...
Company: University of Oulu
Date: January 2002 |
University of Oulu |
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Multiple Pleasures Women and Online Gaming
This article explores the issue of gender and computer games among women in massive multiplayer online role-playing environments (MMORPGs). It explores what are traditionally seen...
Company: IT University of Copenhagen
Date: July 2003 |
IT University of Copenhagen |
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Supreme Court Exchange: Introducing the Game
This paper speaks about Supreme Court Exchange who is a new online multi-player game that tests players' skill in predicting the outcome of pending Supreme...
Company: New York Law School
Date: October 2003 |
New York Law School |
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Virtual Worlds, Real Rules
This article considers the extent to which massively multi-player online role playing games (MMORPGs) might be designed to allow the testing of legal rules. Rather...
Company: New York Law School
Date: August 2003 |
New York Law School |
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Can Avatars Lead us to a New Model of Dispute Resolution?
Online games are an impressive collective experience involving many sophisticated users. When the need for online dispute resolution first surfaced, there was a sense that...
Company: New York Law School
Date: November 2003 |
New York Law School |
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How Online Games will Shape the Law - Will Online Games Provide a New Pathway to collective Legal Personhood
Online games have given us a whole new set of tools with which law and legally significant relationships can be created. This paper describes the...
Company: New York Law School
Date: October 2003 |
New York Law School |
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The Gamers' Perspective
This paper describes about online gaming. The internet is not a content delivery system. It's not a way to download movies or even songs but...
Company: New York Law School
Date: June 2003 |
New York Law School |
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Openmosix for the Creation of Low-Latency, High-Efficiency Game Clusters
This paper describes about increasing usage of online gaming using various kind of software. Among them is ID software's Quake III or Sony's EverQuest, popular...
Company: DEMOCRITOS
Date: November 2002 |
DEMOCRITOS |
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Power Gamers Just Want to Have Fun: Instrumental Play in a MMOG
In this paper it explores a particular slice of massive multiplayer participants known as power gamers. It analyzes the ways these participants, who operate with...
Company: IT University of Copenhagen
Date: November 2003 |
IT University of Copenhagen |
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Let the Games Begin Gaming Technology and Entertainment Among College Students
Computer, video and Online games are woven into the fabric of everyday life for college students. And, they are more of a social/socializing activity than...
Company: Pew Internet & American Life Project
Date: June 2003 |
Pew Internet & American Life Project |
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Computer and Video Games: A British Phenomenon Around the World
Video gaming is now one of the fastest growing pastimes in the world. Over 20 years ago, UK developers and publishers played a pivotal role...
Company: Entertainment and Leisure Software Publishers Association
Date: August 2003 |
Entertainment and Leisure Software Publishers Association |
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The Cultural Life of Computer and Video Games: A Cross Industry Study
In the 1960s, when Mick Jagger was offending middle England with his hips and lips, it would have been impossible to imagine rock and roll...
Company: Entertainment and Leisure Software Publishers Association
Date: August 2003 |
Entertainment and Leisure Software Publishers Association |
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The Economics of Online Gaming
This white paper will examine the major market motivators behind the Online Gaming (OLG) industry. In broad strokes, economics is the pursuit of understanding what...
Company: Reed Elsevier
Date: June 2003 |
Reed Elsevier |
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The Rise of the Game Titans
The article discusses about the online gaming. Videogames have become a media force on par with the television and motion picture industries. This year will...
Company: Jupitermedia
Date: June 2004 |
Jupitermedia |
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Game Platforms and the Future of the Internet In this Computer/Videogame Benchmark study, which has been conducted annually in the late fall of each year, considered are the characteristics of households with various... Company: Alexander & Associates | Alexander & Associates |
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Online Games White Paper
Online games are an emerging market with many opportunities and challenges for game developers. While developers have expertise in designing and developing game experiences, they...
Company: International Game Developer Association
Date: March 2003 |
International Game Developer Association |
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Computer Games for Fun & Profit
This paper discusses the computer games market, which has been evolving and maturing for many years. Historically, computer games were sold as a boxed product....
Company: IBM
Date: June 2003 |
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The Effect of Billboards Within the Gaming Environment Players from all demographic groups are spending more and more of their leisure time playing multiplayer online games. As such, the gaming environment may be... Company: University of London | University of London |
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Handheld Market Enters a New Phase: Multimedia
A handheld device is anything that runs primarily on batteries, and can in general fit in a pocket or purse. Exceptions to this definition might...
Company: Jon Peddie Research
Date: August 2004 |
Jon Peddie Research |
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Exposing Children to Violent Themes via Electronic Media, Games, and Toys
This report is a first step toward developing a research-based position on play with violent themes that Playing for Keeps will produce with input from...
Company: Playing for Keeps
Date: March 2003 |
Playing for Keeps |
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FTC Issues Fourth Follow-up Report on the Marketing of Violent Entertainment to Children
The Report issued is the fourth follow-up review the Commission has issued. To prepare the Report, the FTC tracked advertising placements in media popular with...
Company: Federal Trade Commission
Date: July 2004 |
Federal Trade Commission |
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Peer-to-Peer Support for Massively Multiplayer Games
This paper presents an approach to support massively multi-player games on peer-to-peer overlays. This approach exploits the fact that players in MMGs display locality of...
Company: Institute of Electrical and Electronics Engineers
Date: March 2004 |
Institute of Electrical and Electronics Engineers |
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Playing Games with Broadband The fascination for video games, some call it addiction, is no mystery to the businesses that make these games and the devices on which they... Company: McKinsey & Company | McKinsey & Company |
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A Systematic Classification of Cheating in Online Games
Cheating is rampant in current game play on the Internet, as a new major security concern. However, it is not as well understood by security...
Company: Chinese University of Hong Kong
Date: June 2004 |
Chinese University of Hong Kong |
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Cheat-Proof Playout for Centralized and Distributed Online Games This paper explores possibility for cheating in real-time, multiplayer games for both client-server and distributed serverless architectures. The paper offers the first formalization of cheating... Company: University of British Columbia | University of British Columbia |
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The Effects of Computer Games on Young Children - A Review of the Research
This review has considered various studies which have investigated the effects of computer games on young children and which have found there to be both...
Company: Crown
Date: March 2004 |
Crown |
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Place Your Bets: Risk Management and the Gaming Industry This article states that all businesses face the risks that changing conditions present, but in the gaming industry, these factors clearly affect risk management strategies... Company: Risk and Insurance Management Society | Risk and Insurance Management Society |
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Internet Games Host Game2XS Scales Effortlessly to Meet Surging Demand Game2XS was launched in late 2002 with the goal of becoming a major global player in the emerging online computer games market. However, the challenges... Company: IBM |
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Case Study: Gamesville The experience of Gamesville.com reveals a highly effective e-commerce strategy: one of the most compelling ways to attract visitors is to offer games with real... Company: Jupitermedia | Jupitermedia |
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Cable & Wireless Helps Rank.com Hit the Jackpot The Rank Group Plc is one of the UK's leading leisure and entertainment companies. It has a 40-year history of operating well known gaming brands... Company: Cable & Wireless | Cable & Wireless |
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Case Study: Sink Ya Drink The Gaming Club Sportsbook needed to extend their brand reach amongst their 18-35 year old target demographic. Additionally, they were looking to their new customer... Company: Preloaded & its clients | Preloaded & its clients |
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