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There are 33851 results for: content related to: Gaming in Targetworld: The Targets Approach to Managing British Public Services

  1. Assessing the Impact of Indian Gaming on American Indian Nations: Is the House Winning?

    Social Science Quarterly

    Volume 94, Issue 4, December 2013, Pages: 1016–1044, Thaddieus W. Conner and William A. Taggart

    Version of Record online : 22 FEB 2013, DOI: 10.1111/ssqu.12009

  2. You have free access to this content
    Gaming Social Capital: Exploring Civic Value in Multiplayer Video Games

    Journal of Computer-Mediated Communication

    Volume 20, Issue 4, July 2015, Pages: 381–399, Logan Molyneux, Krishnan Vasudevan and Homero Gil de Zúñiga

    Version of Record online : 9 MAY 2015, DOI: 10.1111/jcc4.12123

  3. Resident attitudes towards gaming and tourism development in Macao: Growth machine theory as a context for identifying supporters and opponents

    International Journal of Tourism Research

    Volume 13, Issue 1, January/February 2011, Pages: 41–53, Rich Harrill, Muzaffer Uysal, Peter W. Cardon, Fanny Vong and Leonardo (Don) Dioko

    Version of Record online : 22 JUL 2010, DOI: 10.1002/jtr.798

  4. Impacts of Reduced Gaming Exports on the Economy of Nevada

    Review of Urban & Regional Development Studies

    Volume 12, Issue 2, July 2000, Pages: 109–118, Chang K. Seung and Thomas R. Harris

    Version of Record online : 19 DEC 2002, DOI: 10.1111/1467-940X.00024

  5. AFTER THE GREAT RECESSION: THE FUTURE OF CASINO GAMING IN AMERICA AND EUROPE

    Economic Affairs

    Volume 31, Issue 1, March 2011, Pages: 27–33, William R. Eadington

    Version of Record online : 8 MAR 2011, DOI: 10.1111/j.1468-0270.2010.02044.x

  6. Is immersion of any value? Whether, and to what extent, game immersion experience during serious gaming affects science learning

    British Journal of Educational Technology

    Meng-Tzu Cheng, Yu-Wen Lin, Hsiao-Ching She and Po-Chih Kuo

    Version of Record online : 4 JAN 2016, DOI: 10.1111/bjet.12386

  7. An international consensus for assessing internet gaming disorder using the new DSM-5 approach

    Addiction

    Volume 109, Issue 9, September 2014, Pages: 1399–1406, Nancy M. Petry, Florian Rehbein, Douglas A. Gentile, Jeroen S. Lemmens, Hans-Jürgen Rumpf, Thomas Mößle, Gallus Bischof, Ran Tao, Daniel S. S. Fung, Guilherme Borges, Marc Auriacombe, Angels González Ibáñez, Philip Tam and Charles P. O'Brien

    Version of Record online : 23 JAN 2014, DOI: 10.1111/add.12457

  8. Indian Gaming in the U.S.

    Focus on Geography

    Volume 44, Issue 4, Winter-Spring 1997, Pages: 1–10, Dick G. Winchell, John F. Lounsbury and Lawrence M. Sommers

    Version of Record online : 21 APR 2010, DOI: 10.1111/j.1949-8535.1997.tb00092.x

  9. Betting on the US market: A discussion of the legality of sports gaming businesses

    Thunderbird International Business Review

    Volume 53, Issue 6, November/December 2011, Pages: 747–761, Glenn Light, Karl Rutledge and Quinton Singleton

    Version of Record online : 28 OCT 2011, DOI: 10.1002/tie.20450

  10. Manufacturing regional disparity in the pursuit of economic equality: Alberta's First Nations Gaming Policy, 2006–2010

    The Canadian Geographer / Le Géographe canadien

    Volume 57, Issue 1, Spring / printemps 2013, Pages: 11–30, Yale D. Belanger, Robert J. Williams and Jennifer N. Arthur

    Version of Record online : 24 SEP 2012, DOI: 10.1111/j.1541-0064.2012.00445.x

  11. The inhibition of proactive interference among adults with Internet gaming disorder

    Asia-Pacific Psychiatry

    Volume 7, Issue 2, June 2015, Pages: 143–152, Chih-Hung Ko, Peng-Wei Wang, Tai-Ling Liu, Cheng-Fang Yen, Cheng-Sheng Chen and Ju-Yu Yen

    Version of Record online : 27 MAY 2014, DOI: 10.1111/appy.12134

  12. Development and content validity of a screening instrument for gaming addiction in adolescents: The Gaming Addiction Identification Test (GAIT)

    Scandinavian Journal of Psychology

    Volume 56, Issue 4, August 2015, Pages: 458–466, Sofia Vadlin, Cecilia Åslund and Kent W. Nilsson

    Version of Record online : 23 JAN 2015, DOI: 10.1111/sjop.12196

  13. Interaction between gaming and multistage guiding strategies on students' field trip mobile learning performance and motivation

    British Journal of Educational Technology

    Chih-Hung Chen, Guan-Zhi Liu and Gwo-Jen Hwang

    Version of Record online : 16 MAR 2015, DOI: 10.1111/bjet.12270

  14. Value creation and value capture under moral hazard: Exploring the micro-foundations of buyer– supplier relationships

    Strategic Management Journal

    Volume 36, Issue 8, August 2015, Pages: 1146–1163, Tomasz Obloj and Peter Zemsky

    Version of Record online : 16 MAY 2014, DOI: 10.1002/smj.2271

  15. Longitudinal patterns of problematic computer game use among adolescents and adults—a 2-year panel study

    Addiction

    Volume 109, Issue 11, November 2014, Pages: 1910–1917, Michael Scharkow, Ruth Festl and Thorsten Quandt

    Version of Record online : 15 JUL 2014, DOI: 10.1111/add.12662

  16. Gaming and displacement: winners and losers in American Indian casino development

    International Social Science Journal

    Volume 55, Issue 175, March 2003, Pages: 123–133, Angela A. Gonzales

    Version of Record online : 1 JUL 2004, DOI: 10.1111/1468-2451.5501012

  17. Regulating Volunteering: Lessons from the Bingo Halls

    Law & Social Inquiry

    Volume 40, Issue 2, Spring 2015, Pages: 461–490, Kate D. Bedford

    Version of Record online : 11 DEC 2014, DOI: 10.1111/lsi.12100

  18. Valuing Casinos as a Local Amenity

    Growth and Change

    Volume 45, Issue 1, March 2014, Pages: 136–158, Michael Wenz

    Version of Record online : 12 DEC 2013, DOI: 10.1111/grow.12036

  19. The Turbulent Rise of the “Child Gamer”: Public Fears and Corporate Promises in Cinematic and Promotional Depictions of Children's Digital Play

    Communication, Culture & Critique

    Volume 2, Issue 3, September 2009, Pages: 319–338, Neil Narine and Sara M. Grimes

    Version of Record online : 15 SEP 2009, DOI: 10.1111/j.1753-9137.2009.01040.x

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    Sleep quality is negatively related to video gaming volume in adults

    Journal of Sleep Research

    Volume 24, Issue 2, April 2015, Pages: 189–196, Liese Exelmans and Jan Van den Bulck

    Version of Record online : 31 OCT 2014, DOI: 10.1111/jsr.12255