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1
Balancing the Tensions Between Rationalization and Creativity in the Video Games Industry
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Balancing the Tensions Between Rationalization and Creativity in the Video Games Industry

Organization science (Providence, R.I.), 2007-11, Vol.18 (6), p.989-1005 [Peer Reviewed Journal]

Copyright 2007 INFORMS ;COPYRIGHT 2007 Institute for Operations Research and the Management Sciences ;Copyright Institute for Operations Research and the Management Sciences Nov/Dec 2007 ;ISSN: 1047-7039 ;EISSN: 1526-5455 ;DOI: 10.1287/orsc.1070.0299 ;CODEN: ORSCEZ

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2
Video Games for Neuro-Cognitive Optimization
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Video Games for Neuro-Cognitive Optimization

Neuron (Cambridge, Mass.), 2016-04, Vol.90 (2), p.214-218 [Peer Reviewed Journal]

2016 Elsevier Inc. ;Copyright © 2016 Elsevier Inc. All rights reserved. ;Copyright Elsevier Limited Apr 20, 2016 ;ISSN: 0896-6273 ;EISSN: 1097-4199 ;DOI: 10.1016/j.neuron.2016.04.010 ;PMID: 27100194

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3
Vertical Integration and Exclusivity in Platform and Two-Sided Markets
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Vertical Integration and Exclusivity in Platform and Two-Sided Markets

The American economic review, 2013-12, Vol.103 (7), p.2960-3000 [Peer Reviewed Journal]

Copyright© 2013 American Economic Association ;Copyright American Economic Association Dec 2013 ;ISSN: 0002-8282 ;EISSN: 1944-7981 ;DOI: 10.1257/aer.103.7.2960 ;CODEN: AENRAA

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4
Value Creation in the Video Game Industry: Industry Economics, Consumer Benefits, and Research Opportunities
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Value Creation in the Video Game Industry: Industry Economics, Consumer Benefits, and Research Opportunities

Journal of interactive marketing, 2013-08, Vol.27 (3), p.141-157 [Peer Reviewed Journal]

2013 ;Copyright Elsevier Science Ltd. Aug 2013 ;ISSN: 1094-9968 ;EISSN: 1520-6653 ;DOI: 10.1016/j.intmar.2013.05.001

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5
What is eSports and why do people watch it?
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What is eSports and why do people watch it?

Internet research, 2017-04, Vol.27 (2), p.211-232 [Peer Reviewed Journal]

Emerald Publishing Limited ;Emerald Publishing Limited 2017 ;ISSN: 1066-2243 ;EISSN: 2054-5657 ;DOI: 10.1108/IntR-04-2016-0085

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6
Human-level play in the game of Diplomacy by combining language models with strategic reasoning
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Human-level play in the game of Diplomacy by combining language models with strategic reasoning

Science (American Association for the Advancement of Science), 2022-12, Vol.378 (6624), p.1067-1074 [Peer Reviewed Journal]

Copyright © 2022 The Authors, some rights reserved; exclusive licensee American Association for the Advancement of Science. No claim to original U.S. Government Works ;ISSN: 0036-8075 ;EISSN: 1095-9203 ;DOI: 10.1126/science.ade9097 ;PMID: 36413172

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7
The Effect of Superstar Software on Hardware Sales in System Markets
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The Effect of Superstar Software on Hardware Sales in System Markets

Journal of marketing, 2009-03, Vol.73 (2), p.88-104 [Peer Reviewed Journal]

Copyright 2009 American Marketing Association ;Copyright American Marketing Association Mar 2009 ;ISSN: 0022-2429 ;EISSN: 1547-7185 ;DOI: 10.1509/jmkg.73.2.88 ;CODEN: JMKTAK

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8
Development of a serious game-based cognitive rehabilitation system for patients with brain injury
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Development of a serious game-based cognitive rehabilitation system for patients with brain injury

BMC psychiatry, 2023-11, Vol.23 (1), p.893-893, Article 893 [Peer Reviewed Journal]

2023. The Author(s). ;2023. This work is licensed under http://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;The Author(s) 2023 ;ISSN: 1471-244X ;EISSN: 1471-244X ;DOI: 10.1186/s12888-023-05396-2 ;PMID: 38031072

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9
First video game to treat disease gains FDA okay
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First video game to treat disease gains FDA okay

Nature biotechnology, 2020-11, Vol.38 (11), p.1224-1225 [Peer Reviewed Journal]

COPYRIGHT 2020 Nature Publishing Group ;The Author(s), under exclusive licence to Springer Nature America, Inc. 2020. ;ISSN: 1087-0156 ;EISSN: 1546-1696 ;DOI: 10.1038/s41587-020-0726-6 ;PMID: 33144726

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10
The Potential of Game-Based Digital Biomarkers for Modeling Mental Health
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The Potential of Game-Based Digital Biomarkers for Modeling Mental Health

JMIR mental health, 2019-04, Vol.6 (4), p.e13485-e13485 [Peer Reviewed Journal]

Regan Lee Mandryk, Max Valentin Birk. Originally published in JMIR Mental Health (http://mental.jmir.org), 23.04.2019. ;2019. This work is licensed under https://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;Regan Lee Mandryk, Max Valentin Birk. Originally published in JMIR Mental Health (http://mental.jmir.org), 23.04.2019. 2019 ;ISSN: 2368-7959 ;EISSN: 2368-7959 ;DOI: 10.2196/13485 ;PMID: 31012857

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11
Effects of Virtual Reality on Cardiac Rehabilitation Programs for Ischemic Heart Disease: A Randomized Pilot Clinical Trial
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Effects of Virtual Reality on Cardiac Rehabilitation Programs for Ischemic Heart Disease: A Randomized Pilot Clinical Trial

International journal of environmental research and public health, 2020-11, Vol.17 (22), p.8472 [Peer Reviewed Journal]

2020. This work is licensed under http://creativecommons.org/licenses/by/3.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;2020 by the authors. 2020 ;ISSN: 1660-4601 ;ISSN: 1661-7827 ;EISSN: 1660-4601 ;DOI: 10.3390/ijerph17228472 ;PMID: 33207670

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12
Increasing Access to Mental Health Services: Videogame Players' Perspectives
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Increasing Access to Mental Health Services: Videogame Players' Perspectives

International journal of environmental research and public health, 2023-03, Vol.20 (6), p.4772 [Peer Reviewed Journal]

COPYRIGHT 2023 MDPI AG ;2023 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;2023 by the authors. 2023 ;ISSN: 1660-4601 ;ISSN: 1661-7827 ;EISSN: 1660-4601 ;DOI: 10.3390/ijerph20064772 ;PMID: 36981681

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13
Action-Video-Game Experience Alters the Spatial Resolution of Vision
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Action-Video-Game Experience Alters the Spatial Resolution of Vision

Psychological science, 2007-01, Vol.18 (1), p.88-94 [Peer Reviewed Journal]

Copyright 2007 Association for Psychological Science ;2007 Association for Psychological Science ;ISSN: 0956-7976 ;EISSN: 1467-9280 ;DOI: 10.1111/j.1467-9280.2007.01853.x ;PMID: 17362383

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14
Bayesian reaction optimization as a tool for chemical synthesis
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Article
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Bayesian reaction optimization as a tool for chemical synthesis

Nature (London), 2021-02, Vol.590 (7844), p.89-96 [Peer Reviewed Journal]

Copyright Nature Publishing Group Feb 4, 2021 ;ISSN: 0028-0836 ;EISSN: 1476-4687 ;DOI: 10.1038/s41586-021-03213-y ;PMID: 33536653

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15
Far transfer to language and math of a short software-based gaming intervention
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Far transfer to language and math of a short software-based gaming intervention

Proceedings of the National Academy of Sciences - PNAS, 2014-04, Vol.111 (17), p.6443-6448 [Peer Reviewed Journal]

copyright © 1993–2008 National Academy of Sciences of the United States of America ;Copyright National Academy of Sciences Apr 29, 2014 ;ISSN: 0027-8424 ;EISSN: 1091-6490 ;DOI: 10.1073/pnas.1320217111 ;PMID: 24711403

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16
Being on the inside: a research methodology for data collection within the inner circle of the domain of video game translation/localization in Thailand
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Being on the inside: a research methodology for data collection within the inner circle of the domain of video game translation/localization in Thailand

Qualitative research journal, 2024-03, Vol.24 (2), p.119-132 [Peer Reviewed Journal]

Emerald Publishing Limited ;Emerald Publishing Limited. ;ISSN: 1443-9883 ;EISSN: 1448-0980 ;DOI: 10.1108/QRJ-11-2023-0170

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17
To Be or Not to Be a Female Gamer: A Qualitative Exploration of Female Gamer Identity
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Article
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To Be or Not to Be a Female Gamer: A Qualitative Exploration of Female Gamer Identity

International journal of environmental research and public health, 2022-01, Vol.19 (3), p.1169 [Peer Reviewed Journal]

2022 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;2022 by the authors. 2022 ;ISSN: 1660-4601 ;ISSN: 1661-7827 ;EISSN: 1660-4601 ;DOI: 10.3390/ijerph19031169 ;PMID: 35162194

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18
Novel approaches for treating Internet Gaming Disorder: A review of technology-based interventions
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Article
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Novel approaches for treating Internet Gaming Disorder: A review of technology-based interventions

Comprehensive psychiatry, 2022-05, Vol.115, p.152312-152312, Article 152312 [Peer Reviewed Journal]

2022 The Authors ;Copyright © 2022 The Authors. Published by Elsevier Inc. All rights reserved. ;2022. The Authors ;ISSN: 0010-440X ;EISSN: 1532-8384 ;DOI: 10.1016/j.comppsych.2022.152312 ;PMID: 35405548

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19
Long-Term Motor Learning in the "Wild" With High Volume Video Game Data
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Long-Term Motor Learning in the "Wild" With High Volume Video Game Data

Frontiers in human neuroscience, 2021-12, Vol.15, p.777779-777779 [Peer Reviewed Journal]

Copyright © 2021 Listman, Tsay, Kim, Mackey and Heeger. ;2021. This work is licensed under http://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;Copyright © 2021 Listman, Tsay, Kim, Mackey and Heeger. 2021 Listman, Tsay, Kim, Mackey and Heeger ;ISSN: 1662-5161 ;EISSN: 1662-5161 ;DOI: 10.3389/fnhum.2021.777779 ;PMID: 34987368

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20
A usability study in patients with stroke using MERLIN, a robotic system based on serious games for upper limb rehabilitation in the home setting
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A usability study in patients with stroke using MERLIN, a robotic system based on serious games for upper limb rehabilitation in the home setting

Journal of neuroengineering and rehabilitation, 2021-02, Vol.18 (1), p.41-41, Article 41 [Peer Reviewed Journal]

COPYRIGHT 2021 BioMed Central Ltd. ;2021. This work is licensed under http://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;The Author(s) 2021 ;ISSN: 1743-0003 ;EISSN: 1743-0003 ;DOI: 10.1186/s12984-021-00837-z ;PMID: 33622344

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