The digital games industry and market in Brazil
Sábháilte in:
Príomhchruthaitheoirí: | Campos, Ivelise Fortim de, Sakuda, Luiz Ojima |
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Rannpháirtithe: | Cetic.br |
Formáid: | Capítulos de Livro Analíticas |
Teanga: | Béarla |
Foilsithe / Cruthaithe: |
2024
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Ábhair: | |
Rochtain ar líne: | https://bibliotecadigital.acervo.nic.br/handle/123456789/1650 |
Clibeanna: |
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Míreanna comhchosúla
THE DIGITAL GAMES INDUSTRy AND MARKET IN BRAZIL
de réir: Fortim, Ivelise, et al.
de réir: Fortim, Ivelise, et al.
Industry profile and evaluation of public policies: Considerations from the 2nd Brazilian Digital Games Industry Census
de réir: Sakuda, Luiz Ojima, et al.
Foilsithe / Cruthaithe: (2024)
de réir: Sakuda, Luiz Ojima, et al.
Foilsithe / Cruthaithe: (2024)
Brazil: Games Industry Report 2022
de réir: Campos, Ivelise Fortim de, et al.
Foilsithe / Cruthaithe: (2024)
de réir: Campos, Ivelise Fortim de, et al.
Foilsithe / Cruthaithe: (2024)
Brazil: Games Industry Report 2022
de réir: Fortim, Ivelise, et al.
de réir: Fortim, Ivelise, et al.
A indústria e o mercado de jogos digitais no Brasil
de réir: Campos, Ivelise Fortim de, et al.
Foilsithe / Cruthaithe: (2024)
de réir: Campos, Ivelise Fortim de, et al.
Foilsithe / Cruthaithe: (2024)
Opportunities, risks, and harms in digital games
de réir: Campos, Ivelise Fortim de
Foilsithe / Cruthaithe: (2025)
de réir: Campos, Ivelise Fortim de
Foilsithe / Cruthaithe: (2025)
INDUSTRY PROFILE AND EVALUATION OF PUBLIC POLICIES: CONSIDERATIONS FROM THE 2ND BRAZILIAN DIGITAL GAMES INDUSTRY CENSUS
de réir: Sakuda, Luiz Ojima, et al.
de réir: Sakuda, Luiz Ojima, et al.
Pesquisa Indústria Brasileira de Games 2022
de réir: Campos, Ivelise Fortim de, et al.
Foilsithe / Cruthaithe: (2024)
de réir: Campos, Ivelise Fortim de, et al.
Foilsithe / Cruthaithe: (2024)
Pesquisa Indústria Brasileira de Games 2022
de réir: Fortim, Ivelise, et al.
de réir: Fortim, Ivelise, et al.
Perfil da indústria e avaliação das políticas públicas: Considerações do 2º Censo da Indústria Brasileira de Jogos Digitais
de réir: Sakuda, Luiz Ojima, et al.
Foilsithe / Cruthaithe: (2024)
de réir: Sakuda, Luiz Ojima, et al.
Foilsithe / Cruthaithe: (2024)
Oportunidades, riscos e danos em jogos digitais
de réir: Campos, Ivelise Fortim de
Foilsithe / Cruthaithe: (2025)
de réir: Campos, Ivelise Fortim de
Foilsithe / Cruthaithe: (2025)
Playing safely? Adolescents’ perceptions of risks and opportunities in online games
de réir: Nejm, Rodrigo, et al.
de réir: Nejm, Rodrigo, et al.
Digital playgrounds : the hidden politics of children's online play spaces, virtual worlds, and connected games
de réir: Grimes, Sara M. author.
Foilsithe / Cruthaithe: (2021)
de réir: Grimes, Sara M. author.
Foilsithe / Cruthaithe: (2021)
A INDÚSTRIA E O MERCADO DE JOGOS DIGITAIS NO BRASIL
de réir: Fortim, Ivelise, et al.
de réir: Fortim, Ivelise, et al.
Playing safely? Adolescents’ perceptions of risks and opportunities in online games
de réir: Nejm, Rodrigo, et al.
Foilsithe / Cruthaithe: (2024)
de réir: Nejm, Rodrigo, et al.
Foilsithe / Cruthaithe: (2024)
PERFIL DA INDÚSTRIA E AVALIAÇÃO DAS POLÍTICAS PÚBLICAS: CONSIDERAÇÕES DO 2º CENSO DA INDÚSTRIA BRASILEIRA DE JOGOS DIGITAIS
de réir: Sakuda, Luiz Ojima, et al.
de réir: Sakuda, Luiz Ojima, et al.
Digital games and learning environments: Sociocultural challenges and pedagogiccal possibilities
de réir: Alves, Lynn Rosalina Gama, et al.
Foilsithe / Cruthaithe: (2024)
de réir: Alves, Lynn Rosalina Gama, et al.
Foilsithe / Cruthaithe: (2024)
Opportunities, risks, and harms in digital games
de réir: Fortim, Ivelise
de réir: Fortim, Ivelise
Children influencers on YouTube Brazil and market impact
de réir: Corrêa, Luciana
Foilsithe / Cruthaithe: (2024)
de réir: Corrêa, Luciana
Foilsithe / Cruthaithe: (2024)
Rules of play : game design fundamentals /
de réir: Tekinbaş, Katie Salen (Katie Salen), et al.
Foilsithe / Cruthaithe: (2004)
de réir: Tekinbaş, Katie Salen (Katie Salen), et al.
Foilsithe / Cruthaithe: (2004)
Digital games and learning environments: sociocultural challenges and pedagogiccal possibilities
de réir: Alves, Lynn Rosalina Gama 1962-, et al.
de réir: Alves, Lynn Rosalina Gama 1962-, et al.
Children influencers on youtube Brazil and market impact
de réir: Corrêa, Luciana
de réir: Corrêa, Luciana
Jogando com segurança? Percepções de adolescentes sobre riscos e oportunidades em jogos online
de réir: Nejm, Rodrigo, et al.
de réir: Nejm, Rodrigo, et al.
Jogando com segurança? Percepções de adolescentes sobre riscos e oportunidades em jogos online
de réir: Nejm, Rodrigo, et al.
Foilsithe / Cruthaithe: (2024)
de réir: Nejm, Rodrigo, et al.
Foilsithe / Cruthaithe: (2024)
Online marketing communications directed at children and the social purpose of the Internet
de réir: Karageorgiadis, Ekaterine, et al.
Foilsithe / Cruthaithe: (2024)
de réir: Karageorgiadis, Ekaterine, et al.
Foilsithe / Cruthaithe: (2024)
Online marketing communications directed at children and the social purpose of the internet
de réir: Karageorgiadis, Ekaterine, et al.
de réir: Karageorgiadis, Ekaterine, et al.
What scares children on the Internet in Brazil: Responses of children in Brazil between 2012 and 2014
de réir: Eisenberg, Zena Winona, et al.
Foilsithe / Cruthaithe: (2024)
de réir: Eisenberg, Zena Winona, et al.
Foilsithe / Cruthaithe: (2024)
A diversidade na indústria brasileira de games 2022
de réir: Campos, Ivelise Fortim de, et al.
Foilsithe / Cruthaithe: (2023)
de réir: Campos, Ivelise Fortim de, et al.
Foilsithe / Cruthaithe: (2023)
Mediation of children’s access to market communication
de réir: Sampaio, Inês Sílvia Vitorino, et al.
Foilsithe / Cruthaithe: (2024)
de réir: Sampaio, Inês Sílvia Vitorino, et al.
Foilsithe / Cruthaithe: (2024)
Updating the “screen time” debate: Does it still make sense to be so concerned?
de réir: Spritzer, Daniel Tornaim, et al.
Foilsithe / Cruthaithe: (2024)
de réir: Spritzer, Daniel Tornaim, et al.
Foilsithe / Cruthaithe: (2024)
Mediation of children’s access to market communication
de réir: Sampaio, Ines Silvia Vitorino, et al.
de réir: Sampaio, Ines Silvia Vitorino, et al.
Atualizando o debate sobre “tempo de tela”: ainda faz sentido tanta preocupação?
de réir: Spritzer, Daniel Tornaim, et al.
Foilsithe / Cruthaithe: (2024)
de réir: Spritzer, Daniel Tornaim, et al.
Foilsithe / Cruthaithe: (2024)
Videogames and the death of teachers
de réir: Schwartz, Gilson
Foilsithe / Cruthaithe: (2024)
de réir: Schwartz, Gilson
Foilsithe / Cruthaithe: (2024)
Executive Summary - Survey on Internet use by children in Brazil : ICT Kids Online Brazil 2022
Foilsithe / Cruthaithe: (2023)
Foilsithe / Cruthaithe: (2023)
Os videogames e a morte dos professores
de réir: Schwartz, Gilson
Foilsithe / Cruthaithe: (2024)
de réir: Schwartz, Gilson
Foilsithe / Cruthaithe: (2024)
Os videogames e a morte dos professores
de réir: Schwartz, Gilson
de réir: Schwartz, Gilson
Videogames and the death of teachers
de réir: Schwartz, Gilson
de réir: Schwartz, Gilson
The Brazilian software and IT services industry
de réir: Duarte, Virgínia
Foilsithe / Cruthaithe: (2024)
de réir: Duarte, Virgínia
Foilsithe / Cruthaithe: (2024)
Atualizando o debate sobre “tempo de tela”: ainda faz sentido tanta preocupação?
de réir: Spritzer, Daniel Tornaim, et al.
de réir: Spritzer, Daniel Tornaim, et al.
Updating the “screen time” debate: does it still make sense to be so concerned?
de réir: Spritzer, Daniel Tornaim, et al.
de réir: Spritzer, Daniel Tornaim, et al.
Míreanna comhchosúla
-
THE DIGITAL GAMES INDUSTRy AND MARKET IN BRAZIL
de réir: Fortim, Ivelise, et al. -
Industry profile and evaluation of public policies: Considerations from the 2nd Brazilian Digital Games Industry Census
de réir: Sakuda, Luiz Ojima, et al.
Foilsithe / Cruthaithe: (2024) -
Brazil: Games Industry Report 2022
de réir: Campos, Ivelise Fortim de, et al.
Foilsithe / Cruthaithe: (2024) -
Brazil: Games Industry Report 2022
de réir: Fortim, Ivelise, et al. -
A indústria e o mercado de jogos digitais no Brasil
de réir: Campos, Ivelise Fortim de, et al.
Foilsithe / Cruthaithe: (2024)