Showing 181 - 200 results of 9,655 for search 'GAME PRODUCTION', query time: 1.16s Refine Results
  1. 181
    by Lake, Eric M.
    Published 2010
    ...The academic literature hitherto has mainly addressed the 'effects' of video games...
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  2. 182
  3. 183
    by Chao-Huang Chen, 陳朝煌
    Published 2014
    ..., and Nintendo gaming manufacture companies. When the companies announced new products release to the public, how...
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  4. 184
    by Wan-Ting Chang, 張菀婷
    Published 2013
    ... and the design concepts of fun products to reinterpret the Taiwanese folk games. Finally, through the evaluation...
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  5. 185
    by Gao Zih-Yuan, 高子淵
    Published 2009
    ... in product placements in games to date have been clamoring for quantitative research findings to validate its...
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  6. 186
    by Ho-ting Tsai, 蔡和庭
    Published 2008
    ... products into market and compete with national brand. However, the manufactures owned the national brand...
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  7. 187
  8. 188
    by Wen-Hung Chang, 張文鴻
    Published 2009
    ... of the new operational mode, “free on-line game”, the market share of the intangible products has been...
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  9. 189
    by Ping-Hsien Yang, 楊品憲
    Published 2014
    ... of games becomes even shorter than before. Game companies must develop more and more innovative products...
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  10. 190
    by Wei-ting, Sung, 宋瑋婷
    Published 2013
    ...碩士 === 國立臺灣科技大學 === 工業管理系 === 101 === Market competition is making product warranty policy becomes...
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  11. 191
    by Wen-Te Hsieh, 謝文得
    Published 2008
    ..., the aim of this research is mainly to illustrate the integration of interactive video gaming device...
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  12. 192
    by Hsu, Hui-Chun, 徐慧君
    Published 2016
    ...’ impulsive buying behaviors of virtural treasure and products. Most online gamers’ motivations, which met...
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  13. 193
    by Lake, Eric M.
    Published 2000
    ...The academic literature hitherto has mainly addressed the 'effects' of video games...
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  14. 194
    by Wan-Ting Chao, 趙婉廷
    Published 2013
    ..., this study examines how the new product announcements by an online game firm affect the stock market returns...
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  15. 195
  16. 196
    by Yi-Ting Tso, 左翊廷
    Published 2012
    ... using iPod touch-related mobile gaming products. The purpose of this research is to identify consumer...
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  17. 197
  18. 198
    by Pelletier, Caroline
    Published 2007
    ... games, with learning defined as the production of subjectivity. It theorises learning and meaning-making...
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  19. 199
    by Wolf, Guy
    Published 2014
    ... high profile industry changing with new product innovations, e.g. typewriters, computer disks....
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    Dissertation
  20. 200