White Paper 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...

Tags: Business Operations, Information Technology, It Services, ITIL, Management

Sponsored by: SkillSoft
Date: April 2008
SkillSoft
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White Paper 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...

Tags: Game Company, Games, Personal Technology, Web

Company: International Game Developer Association
Date: March 2004
International Game Developer Association
White Paper 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...

Tags: Game Company, Games, Online Game, Personal Technology

Company: International Game Developer Association
Date: March 2003
International Game Developer Association
White Paper 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...

Tags: Deloitte LLP, Games, Hardware, Moore, Personal Technology

Company: Deloitte LLP
Date: May 2004
Deloitte LLP
White Paper 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....

Tags: Pitfall, Property

Company: The Themis Group
Date: July 2004
The Themis Group
White Paper 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...

Tags: Games, Mobile, Personal Technology, WAP, Wireless

Company: The Themis Group
Date: February 2004
The Themis Group
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White Paper 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...

Tags: Games, Online Game, Personal Technology, Themis Report

Company: The Themis Group
Date: March 2003
The Themis Group
White Paper 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...

Tags: Console, Game Console, Industry, Juniper Networks Inc., Management

Company: Juniper Research
Date: January 2004
Juniper Research
White Paper 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...

Tags: Games, Interaction, Personal Technology, Theory, University Of Oulu

Company: University of Oulu
Date: June 2001
University of Oulu
White Paper 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...

Tags: Games, Interaction, Personal Technology, University Of Oulu, Virtual Team

Company: University of Oulu
Date: January 2002
University of Oulu
White Paper 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...

Tags: Domain, Games, Personal Technology, University Of Oulu

Company: University of Oulu
Date: January 2002
University of Oulu
White Paper 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...

Tags: Copenhagen, Games, Gender, Gender And Diversity, Human Resources

Company: IT University of Copenhagen
Date: July 2003
IT University of Copenhagen
White Paper 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...

Tags: Games, New York Law School, Personal Technology, U.S. Supreme Court

Company: New York Law School
Date: October 2003
New York Law School
White Paper 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...

Tags: Games, New York Law School, Personal Technology, Virtual World

Company: New York Law School
Date: August 2003
New York Law School
White Paper 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...

Tags: Avatar, Games, New York Law School, Personal Technology, Resolution

Company: New York Law School
Date: November 2003
New York Law School
White Paper 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...

Tags: Games, New York Law School, Online Game, Personal Technology

Company: New York Law School
Date: October 2003
New York Law School
White Paper 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...

Tags: Console, Content Delivery, Games, New York Law School, Personal Technology

Company: New York Law School
Date: June 2003
New York Law School
White Paper 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...

Tags: DEMOCRITOS, Games, Online Game, Personal Technology

Company: DEMOCRITOS
Date: November 2002
DEMOCRITOS
White Paper 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...

Tags: Copenhagen, Gamer, Games, IT University, Personal Technology

Company: IT University of Copenhagen
Date: November 2003
IT University of Copenhagen
White Paper 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...

Tags: College Student, Corporate Communications, Entertainment, Games, Marketing

Company: Pew Internet & American Life Project
Date: June 2003
Pew Internet & American Life Project
White Paper 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...

Tags: Computer, Entertainment, Games, Industry, Personal Technology

Company: Entertainment and Leisure Software Publishers Association
Date: August 2003
Entertainment and Leisure Software Publishers Association
White Paper 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...

Tags: Advertising & Promotion, Video, Productivity, Personal Technology, Marketing

Company: Entertainment and Leisure Software Publishers Association
Date: August 2003
Entertainment and Leisure Software Publishers Association
White Paper 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...

Tags: Games, Online Game, Personal Technology, Reed Elsevier Inc.

Company: Reed Elsevier
Date: June 2003
Reed Elsevier
White Paper 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...

Tags: Gamer, Games, Jupitermedia Corp., Personal Technology

Company: Jupitermedia
Date: June 2004
Jupitermedia
White Paper 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...

Tags: Alexander & Associates, Desktops, Finance, Game, Hardware

Company: Alexander & Associates
Alexander & Associates
White Paper 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...

Tags: Game Company, Games, Online Game, Personal Technology

Company: International Game Developer Association
Date: March 2003
International Game Developer Association
White Paper 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....

Tags: Computer, Computer Game, Games, Personal Technology

Company: IBM
Date: June 2003
IBM
White Paper 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...

Tags: Billboard, Games, Personal Technology

Company: University of London
University of London
White Paper 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...

Tags: Exception, Games, Handhelds, Hardware, Jon Peddie Research

Company: Jon Peddie Research
Date: August 2004
Jon Peddie Research
White Paper 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...

Tags: Electronic Media, Games, Personal Technology, Theme

Company: Playing for Keeps
Date: March 2003
Playing for Keeps
White Paper 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...

Tags: Advertisement, Sales Force Management, Sales, Marketing Research, Marketing

Company: Federal Trade Commission
Date: July 2004
Federal Trade Commission
White Paper 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...

Tags: Games, IEEE, Internet, P2P, Peer To Peer (P2P)

Company: Institute of Electrical and Electronics Engineers
Date: March 2004
Institute of Electrical and Electronics Engineers
White Paper 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...

Tags: Broadband, Games, Industry, Management, McKinsey & Co.

Company: McKinsey & Company
McKinsey & Company
White Paper 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...

Tags: Chinese University Of Hong Kong, Games, Online Game, Personal Technology, Security

Company: Chinese University of Hong Kong
Date: June 2004
Chinese University of Hong Kong
White Paper 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...

Tags: Games, Online Game, Performance, Personal Technology, University Of British Columbia

Company: University of British Columbia
University of British Columbia
White Paper 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...

Tags: Children, Computer, Computer Game, Crown, Games

Company: Crown
Date: March 2004
Crown
White Paper 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...

Tags: Business Operations, Security, Risk Management, Personal Technology, Management

Company: Risk and Insurance Management Society
Risk and Insurance Management Society
Case Study 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...

Tags: Games, IBM Corp., Internet, Linux, Online Game

Company: IBM
IBM
Case Study 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...

Tags: E-business/E-Commerce, Games, Internet, Jupitermedia Corp., Management

Company: Jupitermedia
Jupitermedia
Case Study 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...

Tags: Cable And Wireless Plc., Games, Online Game, Personal Technology

Company: Cable & Wireless
Cable & Wireless
Case Study 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...

Tags: Beverage, Brand, Branding, Games, Marketing

Company: Preloaded & its clients
Preloaded & its clients

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