Ahmad, M.; Xiao-Wei, T.; Jiang-Nan, Q. & Ahmad, F. (2019). “Interpretive structural modeling and MICMAC analysis for identifying and benchmarking significant factors of seismic soil liquefaction”. Apply Science. 9(233).
https://doi.org/10.3390/app9020233.
Asl, M.M. & Sadeghi, M. (2025). “A theoretical framework to explain non-Nash equilibrium strategic behavior in experimental games”.
arXiv 2501.11404.
https://doi.org/10.48550/arXiv.2501.11404.
Bustamante, C.V.; Mingo, S. & Matusik, S.F. (2021). “Institutions and venture capital market creation: The case of an emerging market”.
Journal of Business Research. 127: 1-12.
https://doi.org/10.1016/j.jbusres.2021.01.008.
Chauhan, A. (2025). “The intersection of game theory and behavioral economics: A theoretical approach”.
Authorea.
https://doi.org/10.22541/au.173627313.33277076/v1.
Fayzullayev, A.A.; Fayzullaev, Z.A.; Fayzullayev, S.A.; Abdullayev, M.Z. & Shokirov, S.S. (2025). “Economic theory”.
Spanish Journal of Innovation and Integrity. 39: 49-51.
https://sjii.es/index.php/journal/article/view/247/342.
Hidayat, S.E.; Bamahriz, O.; Hidayati, N.; Sari, C.A. & Dewandaru, G. (2022). “Value drivers of startup valuation from venture capital equity-based investing: A global analysis with a focus on technological factors”.
Borsa Istanbul Review. 22(4): 653-667.
https://doi.org/10.1016/j.bir.2021.10.001.
Hofacker, C.F.; de Ruyter, K.; Lurie, N.H.; Manchanda, P. & Donaldson, J. (2016). “Gamification and mobile marketing effectiveness”.
Journal of Interactive Marketing. 34(1): 25-36.
https://psycnet.apa.org/doi/10.1016/j.intmar.2016.03.001.
Jain, N. (2024). “Exploring monetization strategies in gaming case of MPL”. Interview by Sahar Hossein Babaei. May 15. Bangalore, India.
KPMG. (2020). “A year of script. Time for Resilience”.
KPMG in India’s Media and Entertainment Report. September.
https://assets.kpmg.com/content/dam/kpmg/in/pdf/2020/09/synopsis-kpmg-india-media-and-entertainment-2020.pdf.
Liboriussen, B. & Martin, P. (2016). “Regional game studies”.
Game Studies. 16(1).
https://research.nottingham.edu.cn/en/publications/regional-game-studies/.
Mäkinen, J. (2022).
Creating a Monetization Model for a Free-to-play Mobile Game. Bachelor’s Thesis. Haaga-Heilia University of Applied Sciences.
https://www.theseus.fi/bitstream/handle/10024/779991/Makinen_Joona.pdf;jsessionid=9E2CED7C1989DE317507489139D86358?sequence=2.
Markopoulos, P. (2018).
The Effect of Monetization in the Gaming Industry. BA (Honours) in Games Thesis. Panagiotis Markopoulos.
https://doi.org/10.13140/RG.2.2.36666.54721.
Omran, A.; Khorish, M. & Saleh, M. (2014). “Structural analysis with knowledge-based MICMAC approach”.
International Journal of Computer Applications. 86(5): 39-43.
https://doi.org/10.5120/14985-3290.
Ormerod, R. (2010). “OR as rational choice: A decision and game theory perspective”.
Journal of the Operational Research Society. 61(12): 1761-1776.
https://doi.org/10.1057/jors.2009.146?urlappend=%3Futm_source%3Dresearchgate.net%26utm_medium%3Darticle.
Perks, M.E. (2020). “How does games critique impact game design decisions? A case study of monetization and loot boxes”.
Games and Culture. 15(8): 1004-1025.
https://doi.org/10.1177/1555412019865848.
Roshan, M.; Hekkala, R. & Tuunainen V.K. (2018). “Dynamics of success for early-stage mobile game startups”.
Conference: Twenty-Seventh European Conference on Information Systems (ECIS2019). At: Stockholm, Sweden.
https://www.researchgate.net/publication/334163822_Dynamics_of_Success_for_Mobile_Games_The_case_of_Early-stage_Startups.
Sharma, K.; Dev, S. & Dey, N. (2024). “The metaverse revolution: Digital strategies for Indian industries in post-COVID-19 era”. In New Business Frontiers in the Metaverse (pp. 197-208). IGI Global.
Sormunen, J. (2019).
Sustainability of Revenue Models and Monetization of Video Games. Bachelor’s Thesis. Aalto University.
https://aaltodoc.aalto.fi/bitstreams/0c7a7a0a-5cd5-448f-be5b-5ee33a2650bb/download.
Zeiler, X. & Mukherjee, S. (2022). “Video game development in India: A cultural and creative industry embracing regional cultural heritage(s)”.
Games and Culture. 17(4): 509-527.
https://doi.org/10.1177/15554120211045143.