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Riot Games
'Boxing Clever
The Paley Center for Media Board of Trustees
Redeye Gaming Report 2018.Pdf
Defence of Chinese State-Sanctioned History Against Perceived Attacks from Honor of Kings
Superdata 2018 Year in Review
Paradox Interactive Listing Attracts Tencent As Fan and Long-Term Investor
Classes of 2019 and 2020 Hiring Organizations
Riot Games Lays out Long Term Growth Strategy
2017 Year in Review: Digital Games and Interactive Media
Marvel and Riot Games Team up to Publish League of Legends Graphic Novels! LEAGUE of LEGENDS: ASHE: WARMOTHER Graphic Novel to Go on Sale This May!
1437 7Th St Santa Monica Ca 90401 Details
Special Report EVOLUTION of MOBILE ESPORTS for THE
Riot Games Celebrates League of Legends' 10 Year Anniversary With
China's Digital Game Sector
Gaming Is Booming in China As the Coronavirus Means More Time at Home
Tencent Games Strategy 2019
Investgame Q1-Q3 2020 Report
NOMINATIONS with WINNERS in BOLD 7 April 2016
Top View
Tencent Games Strategy 2020
2020 Trends Report
League of Legends
The Principles of Esports Engagement: a Universal Code of Conduct
Boycott Companies & Personalities That
Product Differentiation in Video Games: a Closer Look at Fortnite's Success
Smart Kills and Worthless Deaths: Esports Analytics for League Of
The World's a Game
How Video Game Companies Truly Earn Profit
Reality Check Ar, Vr and Sr Meet the Music Industry Introduction
BAU), Prague (CU + GDACZ), Jyväskylä (JYU) and Bydgoszcz (UKW)
League of Branding Three Recent Partnerships by Riot Games Showcase the Potential of Organization Sponsorship Deals
Tencent Holdings Acquires Majority Stake in Games Publisher Riot
A Game Design Analysis of Female Engagement in MOBA Games Gege Gao Indiana University Bloomington Bloomington, IN, 47408, USA
[email protected]
All the World's a Game | the Economist
Alicia Prochesko
VIDEO GAMES: CLOUD INVADERS Bracing for the Netflix-Ization of Gaming
Superdata 2020 Year in Review
Tencent's 2018 Games Strategy
Core Task Assistance in Video Games
Gaming Expertise November 2020 TABLE of CONTENTS
2020 Annual Report CONTENTS
The Auto Battler Case Study
Activision Blizzard, Inc
The Ethical and Political Contours of Institutional Promotion in Esports: from Precariat Models to Sustainable Practices
3Q 2019 Presentation
In Association With
Gerald A. Porter Managing Principal Los Angeles
Analysis of Data Gathered from League of Legends and the Riot Games API
SUSPENSE MECHANICS in NARRATIVE VIDEO GAMES LLUÍS ANYÓ Abstract
Bilibili Announces Three-Year Strategic Partnership with Riot Games for Live Broadcasting League of Legend Events in China
London for Games
Computer Games Generating Money Fortnite Earned Record $2.4Bn in 2018, the 'Most Annual Revenue of Any Game in History'
Esports: Business Model Design and Value Co-Creation
League of Legends: Players and Esports
Tencent Seeks to Acquire Full Ownership of Funcom
Riot Games League of Legends Championship
For Lease 63-69 Market St Venice
The First Week of the Zombie Apocalypse: the Influences of Game Temporality Author – Marcus Carter Institution – the University of Melbourne