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  1. Case Study- How Appknox Helped Fimbos In Securing its Gaming App

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  2. Grudge Match Gaming Case Study

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  3. Leap Gaming Case Study

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  4. ALPHA

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  6. Case Study: Boyd Gaming

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  1. Gaming Has Gone Too Far

  2. CLEAR Men Seizes World Cup Half Time With Live Gaming

  3. Nvidia Business Case Study

  4. A Different Way of Thinking: Solving Challenges Using Gamification

  5. TAD Gaming Section 4 Batch Bill and Bill Pay

  6. GameCamp: Architecture of data solutions for app gaming industry

COMMENTS

  1. Massively Multiplayer Online Games and Well-Being: A Systematic Literature Review

    Introduction. Internet gaming is a popular activity enjoyed by people around the globe, and across ages and gender (Internet World Stats, 2020).With the addition of Internet Gaming Disorder (IGD) in the 5th edition of the Diagnostic and Statistical Manual for Mental Health Disorders (DSM-5; American Psychiatric Association, 2013) as a condition requiring further study, followed by the ...

  2. The Social Impact of Online Gaming: Building Communities and ...

    Case Studies: Successful Gaming Communities. Successful gaming communities can significantly enhance the gaming experience by providing support, fostering friendships, and promoting positive ...

  3. Video Gaming Addiction: A Case Study of China and South Korea

    China and South Korea provide case studies of possible responses and their likely consequences. ... One of these programs is the Jump Up Internet Rescue School, where internet or online gaming addicted children are sent to a camp designed for rehabilitation—guiding minors in their journey through adapting healthier hobbies and learning new ...

  4. Case Studies of Gaming Labs International's Works

    Case Study #8 - SB22. Tech start-up SB22 had a bold idea: Modernize the gaming industry by bringing new technologies to online gaming and sports betting. From SB22's perspective, this part of the industry was being constrained from progress because the technologies and platforms developers were using were built on legacy technology, more than ...

  5. Exploring the learning potential of online gaming communities: An

    Online gaming is becoming increasingly social and interconnected. ... Gilbert M, Tang WT (2018) Player experiences in a massively multiplayer online game: a diary study of performance, motivation, and social interaction. ... Young C, et al. (2020) Successful moderation in online patient communities: inductive case study. Journal of Medical ...

  6. (PDF) IMPACT OF ONLINE GAMING ON THE ACADEMIC ...

    The study also shows that students are engaged in online gaming for entertainment only. However, it is observed that online games are showing impact on academic performance and social behaviour of ...

  7. The Indian Online Gaming Industry [Case Study]

    The Current Gaming Scenario in India. In the past few years, the gaming industry in India is flourishing tremendously. From $62 billion in 2019 to $90 billion in 2020, the market continues to grow in robust ways. During the lockdown, the major segments that contributed to the growth were esports, mobile gaming, and real money gaming.

  8. Online Gaming: An Inside Look at How Interpersonal Relationships are

    online gaming can lead to friendships and even interacting with users outside of the game, creating a social network that has multiple layers. First, I review past studies on online gaming, and evaluate the gaps missing in the literature. Then, I conduct a case study on how the online gaming community inter-

  9. The Role of Context in Online Gaming Excess and Addiction: Some Case

    Research into online gaming addiction is a relatively new area of psychological study. Furthermore, there are studies that have claimed that online gaming addiction may be addictive because of self-report accounts of very excessive use of up to 80 h a week. This study uses data from two case studies to highlight the role of context in distinguishing excessive gaming from addictive gaming. Both ...

  10. Learning in digital play: a dual case study of video gamers

    This paper explores the implications of youths' out-of-school gaming practices for teaching and learning in formal and informal learning contexts. We report on a study where we examined the video game play of two youths using a case study approach. User experience approaches, e.g. the think-aloud protocol and interviews, were grounded in the theoretical framework of social semiotics to ...

  11. PDF Bringing Online Gaming to the Cloud: a Case Study

    Chapter III presents the current online games architectures and explores their design peculiarities. In chapter IV, Cloud services useful to the online gaming market are detailed, pointing out what limitations can be surpassed. A case study is then presented in section V, where the details of deploying an online game on the Cloud are presented.

  12. Edgegap

    Much due to Game's Latency. Download the free 2022 report to make more informed decisions that will have a direct impact on player satisfaction, player retention and lifetime value. Learn about the current state of the online gaming from the player's perspective; how they perceive the importance of connectivity and latency, and how they react ...

  13. Case Studies

    That's where GameAnalytics' data tools came into the picture. This case study breaks down how Roamer Games used GameAnalytics combined with AI technology to level up their game development. Understanding Roamer Games' Needs and Challenges The game Roamer Games had in mind was a cross-platform but mobile-first marvel. Think iOS, Android ...

  14. PDF Online gaming in India: Reaching a new pinnacle

    The advent of India's online gaming industry can be dated back to early 2000s, when console and PC gaming brought several middle-income Indians on digital gaming platforms. Although the consumption was limited to a niche customer segment due to high cost of PCs and consoles, it underlined the potential of online gaming in India.

  15. PDF Analyzing Digital Game Distribution in Gaming Industry: A Case Study

    To accomplish the goals of the study we have employed the research method Secondary Data Analysis. We are going to cite the leading digital distribution companies and the different ways the gaming industry has evolved. Warman (2020) identified the year 2020 as the first time in gaming industry history where digital sales exceeded

  16. GamerGate: A Case Study in Online Harassment

    In 2013, an online movement called GamerGate gained notoriety and would reflect the reach, scope, and severity of harassment in social media. This chapter looks at a timeline of Gamergate, platforms where it flourished, characteristics of the movement, and connections to scholarly work on gaming culture and feminism. Download chapter PDF.

  17. Social support, depressive symptoms, and online gaming network

    All members of an online gaming site were asked to report demographics, site use, depressive symptoms, "in-real-life" (IRL) social support, and online social support. Members were also asked to nominate those in their gaming network with whom they spoke to about important life matters. Moran's I determined the spatial autocorrelation of ...

  18. Complexity, accuracy, and fluency improvements through massively

    The phenomenon (the 'case') under investigation is EFL speaking development in the context of WoW gaming. As a longitudinal study, this research is designed to systematically map the developmental trends of complexity, morphosyntactic accuracy, and fluency in six EFL gamers' speaking performance over six months.

  19. PDF The Effect of Online Gaming on the Students' Sleeping Pattern: A Case

    Sleeping Pattern: A Case Study in University Malaysia Sabah . Harifah Mohd Noor, Marja Azlima Omar, Adilah Md Ramli, Wong, M. S. C . ... impacts of online gaming. The study found three (3) factors that contribute to online gaming: the first-factor 'sleep quality', the second-factor 'duration of sleep' and third, the 'health' ...

  20. The Role of Context in Online Gaming Excess and Addiction: Some Case

    Research into online gaming addiction is a relatively new area of psychological study. Furthermore, there are studies that have claimed that online gaming addiction may be addictive because of self-report accounts of very excessive use of up to 80 h a week. This study uses data from two case studies to highlight the role of context in distinguishing excessive gaming from addictive gaming.

  21. (PDF) Online Gaming: Impact on the Academic Performance and Social

    Online games are a popular way for people to spend their free time. Some people believe that playing video games can serve a variety of purposes: to learn, to relieve stress, to compete with ...

  22. PDF Case Study

    gamers. This case study analyses the method of operation of the gaming industry, behavioural issues that need to be addressed, and legal lacunae or dichotomy in regulating this industry. With an intention to frame laws on this aspect, a bill was presented before the Lok Sabha on The Online Gaming (Regulation) Bill, 2022 which is not yet passed.

  23. Online Gaming Addiction Intervention

    The World Health Assembly approved online gaming addiction in 2019 as stipulated in ICD-11 that is set to take effect in 2022. It is worth noting that the American Psychiatric Association (APA) does not recognize it as a disorder but categorizes it as an ailment requiring further studies (Griffiths & Pontes, 2020).