Social Gaming
GamesBeat
GamesBeat invites some of the most well-known names in the gaming industry to discuss the ways in which gaming will shape the way we experience the world.
Technology
XML
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Rising Media
"Rising Media is a global events producer excelling in Internet and technology-related conferences and exhibitions."
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Document
Geography of California
Internet
Santa Barbara, California
Science
Technology
XML
Event Planning
Marketing/Advertising
Technology and Electronics
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Caspian Learning
"Founded in 2002 by two neuroscientists intent on raising the bar in training and educational software, Caspian Learning sought to combine the state-of-the-art in learning sciences with the high levels of engagement that 3D gaming engines offered. Unwilling to simply bolt some educational features onto an existing game engine, Caspian developed a custom platform that integrated educational components into a 3D simulation and game engine."
Simulation
Computing
Educational software
Simulation
Technology
XML
Interactive Entertainment
Software and Hardware Applications
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Let the Games Begin: Gaming Technology and Entertainment Among College Students
Jones, S. (2003). Let the Games Begin: Gaming Technology and Entertainment Among College Students. Pew Internet and American Life Project, Washington, D.C.
Technology
Windows games
XML
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Smartphone Games Summit
"The Smartphone Games Summit is a single day conference focused on the emerging smartphone games space. The conference will bring together leading developers, investors, and executives from around the globe to share their collective wisdom on what's working today and where this exciting industry is heading."
Mediabistro.com
Smartphone
Summit
Technology
Touchscreens
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Virtual Goods Summit
"The Virtual Goods Summit is focused on the emerging market opportunity for virtual goods and economies. Once restricted to the world of online gaming, virtual goods and currencies are beginning to influence the development of social networks, community sites, and many other new and exciting markets. The market for virtual goods continues to grow - join us for two days of engaging talks and panels designed to highlight important trends in this fast growing market. With estimates suggesting this market will grow from $1 billion in 2009 to $1.6 billion in 2010, this is a must-attend event for those in the games, social media, and entertainment markets."
Document
Electronic commerce
Knowledge
Market
Science
Technology
Virtual good
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Gender dynamics and the social and spatial organization of computer gaming
Bryce, J. O., & Rutter, J. (2003). Gender dynamics and the social and spatial organization of computer gaming. Leisure Studies, 22(1), 1-15.
Education
Gender
Leisure studies
XML
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Communication, coordination, and camaraderie in World of Warcraft
Chen, M. G. (2009). Communication, coordination, and camaraderie in World of Warcraft. Games and Culture, 4(1), 47-73.
Role-Playing
Social Issues and Skills
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Computing
Document
Entertainment
Games
Massively multiplayer online role-playing games
Numerology
Warcraft
Windows games
World of Warcraft
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Human PacMan: A mobile wide-area entertainment system based on physical, social, and ubiquitous computing
Cheok, A. D., Goh, K. H., Liu, W., Farbiz, F., Fong, S. W., Teo, S. L., Li, Y., Yang, X. (2004). Human PacMan: A mobile wide-area entertainment system based on physical, social, and ubiquitous computing. Personal and Ubiquitous Computing, 8(2), 71-81.
Ubiquitous computing
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Why people continue to play online games: In search of critical design factors to increase customer loyalty to online contents
Choi, D., & Kim, J. (2004). Why people continue to play online games: In search of critical design factors to increase customer loyalty to online contents. Cyberpsychology and Behavior, 7(1), 11-24.
Social Issues and Skills
Choi
Cyberpsychology
Document
Loyalty business model
Science
XML

