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Digital entertainment
The Battle Is On! Enabling the Digital Media Home Network INDUSTRY
Digital Media: Rise of On-Demand Content 2 Contents
Digital Rights Management and Consumer Acceptability
A 2014 Study by the Entertainment Software Association (ESA)
BRANDED ENTERTAINMENT Distributed Storytelling in a Digital World
2019 Essential Facts About the Computer and Video Game Industry
Kids Digital Media Report 2019
Shifting Technology Paradigm for the Film and Entertainment Industry: Interface Modalities
Entertainment Computing Official Journal of the International Federation for Information Processing
Internet and Video Game Addictions Diagnosis, Epidemiology, and Neurobiology
Company Overview Valuation Data Source
LIFE 2.0:Living in a Digital World Written by Robert E
Playing by New Rules
Cable and Satellite Digital Entertainment Networks
DIGITAL MARKETPLACE for GLOBAL MEDIA and ENTERTAINMENT Report by the In2015 Digital Media and Entertainment Sub-Committee
Handbook of Multimedia for Digital Entertainment and Arts Borko Furht Editor
Player Conceptualizations of Creativity in Digital Entertainment Games
Telecoms, Internet, Media & Edutainment
Top View
Entertainment
ESSENTIAL FACTS About the Computer and Video Game Industry Table of Contents
Engagement in Digital Entertainment Games: a Systematic Review ⇑ Elizabeth A
Children in a Digital World to Download the Full Report, Please Visit
Digital Rights Management (DRM) & Libraries."
Marketing Effectiveness in the Music Download Industry
Network Television and the Digital Threat
Analytics in Next-Generation Telecom Services Competing in Adjacent Markets with Data-Driven Analytics
World Economic Forum White Paper Digital Transformation of Industries: in Collaboration with Accenture
Copyright Enforcement in the Internet Age: the Law and Technology of Digital Rights Management
The Open Web Platform for Entertainment
China’S Jiangsu Broadcasting Cor- Drama Premiered on 13 December 2017 Top Boxes
Digital Media Trends Survey, 14Th Edition
2016 Essential Facts About the Computer and Video Game Industry Was Released by the Entertainment Software Association (ESA) in April 2016
Telecom, Media & Entertainment Insights Journal Volume 3
A Digital Media Asset Ecosystem for the Global Film Industry
Digital Interactive Documentary: a New Media Object
The Practical Applications of Video Games Beyond Entertainment
The New Digital Supply Chain
The Power of Global Mobile Customer Engagement for Media & Digital Entertainment Services
Becoming a "Living" Media Partner for Your Consumers: a Cognitive Future for Media and Entertainment
The Future of Digital Rights Management in Digital Video
Introduction to the Video Game Theory
Proposal for Video Games Around the World
Simulation and Digital Entertainment Program Requirements (48 Credits)
Healthy Digital Media Use Raising Screen-Smart Kids