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1
The Art of Failure: An Essay on the Pain of Playing Video Games
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Book
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The Art of Failure: An Essay on the Pain of Playing Video Games

ISBN: 0262019051 ;ISBN: 9780262019057 ;EISBN: 026231312X ;EISBN: 9780262313124 ;OCLC: 829233221

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2
Exploiting the "video game craze": A case study of the tobacco industry's use of video games as a marketing tool
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Article
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Exploiting the "video game craze": A case study of the tobacco industry's use of video games as a marketing tool

PloS one, 2019-07, Vol.14 (7), p.e0220407-e0220407 [Peer Reviewed Journal]

COPYRIGHT 2019 Public Library of Science ;COPYRIGHT 2019 Public Library of Science ;2019 McDaniel, Forsyth. This is an open access article distributed under the terms of the Creative Commons Attribution License: http://creativecommons.org/licenses/by/4.0/ (the “License”), which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;2019 McDaniel, Forsyth 2019 McDaniel, Forsyth ;ISSN: 1932-6203 ;EISSN: 1932-6203 ;DOI: 10.1371/journal.pone.0220407 ;PMID: 31344096

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3
Just how expert are "expert" video-game players? Assessing the experience and expertise of video-game players across "action" video-game genres
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Article
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Just how expert are "expert" video-game players? Assessing the experience and expertise of video-game players across "action" video-game genres

Frontiers in psychology, 2013, Vol.4, p.941-941 [Peer Reviewed Journal]

Copyright © 2013 Latham, Patston and Tippett. 2013 ;ISSN: 1664-1078 ;EISSN: 1664-1078 ;DOI: 10.3389/fpsyg.2013.00941 ;PMID: 24379796

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4
Playing Video Games During the COVID-19 Pandemic and Effects on Players’ Well-Being
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Article
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Playing Video Games During the COVID-19 Pandemic and Effects on Players’ Well-Being

Games and culture, 2022-01, Vol.17 (1), p.122-139 [Peer Reviewed Journal]

The Author(s) 2021 ;ISSN: 1555-4120 ;EISSN: 1555-4139 ;DOI: 10.1177/15554120211017036

Digital Resources/Online E-Resources

5
The same video game in 2D, 3D or virtual reality - How does technology impact game evaluation and brand placements?
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Article
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The same video game in 2D, 3D or virtual reality - How does technology impact game evaluation and brand placements?

PloS one, 2018-07, Vol.13 (7), p.e0200724-e0200724 [Peer Reviewed Journal]

COPYRIGHT 2018 Public Library of Science ;COPYRIGHT 2018 Public Library of Science ;2018 Roettl, Terlutter. This is an open access article distributed under the terms of the Creative Commons Attribution License: http://creativecommons.org/licenses/by/4.0/ (the “License”), which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;2018 Roettl, Terlutter 2018 Roettl, Terlutter ;ISSN: 1932-6203 ;EISSN: 1932-6203 ;DOI: 10.1371/journal.pone.0200724 ;PMID: 30028839

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6
Video Game Effects—Confirmed, Suspected, and Speculative: A Review of the Evidence
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Article
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Video Game Effects—Confirmed, Suspected, and Speculative: A Review of the Evidence

Simulation & gaming, 2009-06, Vol.40 (3), p.377-403 [Peer Reviewed Journal]

Copyright SAGE PUBLICATIONS, INC. Jun 2009 ;ISSN: 1046-8781 ;EISSN: 1552-826X ;DOI: 10.1177/1046878108327539

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7
Acting like a Tough Guy: Violent-Sexist Video Games, Identification with Game Characters, Masculine Beliefs, & Empathy for Female Violence Victims
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Article
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Acting like a Tough Guy: Violent-Sexist Video Games, Identification with Game Characters, Masculine Beliefs, & Empathy for Female Violence Victims

PloS one, 2016-04, Vol.11 (4), p.e0152121-e0152121 [Peer Reviewed Journal]

COPYRIGHT 2016 Public Library of Science ;COPYRIGHT 2016 Public Library of Science ;2016 Gabbiadini et al. This is an open access article distributed under the terms of the Creative Commons Attribution License: http://creativecommons.org/licenses/by/4.0/ (the “License”), which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;2016 Gabbiadini et al 2016 Gabbiadini et al ;ISSN: 1932-6203 ;EISSN: 1932-6203 ;DOI: 10.1371/journal.pone.0152121 ;PMID: 27074057

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8
Video games, terrorism, and ISIS's Jihad 3.0
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Article
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Video games, terrorism, and ISIS's Jihad 3.0

Terrorism and political violence, 2018-07, Vol.30 (4), p.740-760 [Peer Reviewed Journal]

2018 Published by Taylor & Francis 2018 ;ISSN: 0954-6553 ;EISSN: 1556-1836 ;DOI: 10.1080/09546553.2016.1207633

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9
Violent Video Games and Aggression: Causal Relationship or Byproduct of Family Violence and Intrinsic Violence Motivation?
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Article
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Violent Video Games and Aggression: Causal Relationship or Byproduct of Family Violence and Intrinsic Violence Motivation?

Criminal justice and behavior, 2008-03, Vol.35 (3), p.311-332 [Peer Reviewed Journal]

ISSN: 0093-8548 ;EISSN: 1552-3594 ;DOI: 10.1177/0093854807311719 ;CODEN: CJBHAB

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10
Video Games & the Novel
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Article
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Video Games & the Novel

Daedalus (Cambridge, Mass.), 2021-01, Vol.150 (1), p.178-187 [Peer Reviewed Journal]

2021 by the American Academy of Arts & Sciences ;Copyright MIT Press Winter 2021 ;ISSN: 0011-5266 ;EISSN: 1548-6192 ;DOI: 10.1162/daed_a_01841

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11
Pathological Video-Game Use Among Youth Ages 8 to 18: A National Study
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Article
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Pathological Video-Game Use Among Youth Ages 8 to 18: A National Study

Psychological science, 2009-05, Vol.20 (5), p.594-602 [Peer Reviewed Journal]

2009 Association for Psychological Science ;ISSN: 0956-7976 ;EISSN: 1467-9280 ;DOI: 10.1111/j.1467-9280.2009.02340.x ;PMID: 19476590 ;CODEN: PSYSET

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12
“Community” in Video Game Communities
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Article
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“Community” in Video Game Communities

Games and culture, 2023-12, Vol.18 (8), p.1004-1022 [Peer Reviewed Journal]

The Author(s) 2023 ;ISSN: 1555-4120 ;EISSN: 1555-4139 ;DOI: 10.1177/15554120221150058

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13
Atari to Zelda: Japan's Videogames in Global Contexts
Material Type:
Book
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Atari to Zelda: Japan's Videogames in Global Contexts

ISBN: 9780262034395 ;ISBN: 0262034395 ;EISBN: 9780262332187 ;EISBN: 0262332183 ;EISBN: 0262332191 ;EISBN: 9780262332194 ;DOI: 10.7551/mitpress/8853.001.0001 ;OCLC: 946887798

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14
This is your brain on violent video games: Neural desensitization to violence predicts increased aggression following violent video game exposure
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Article
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This is your brain on violent video games: Neural desensitization to violence predicts increased aggression following violent video game exposure

Journal of experimental social psychology, 2011-09 [Peer Reviewed Journal]

Distributed under a Creative Commons Attribution 4.0 International License ;ISSN: 0022-1031 ;EISSN: 1096-0465 ;DOI: 10.1016/j.jesp.2011.03.027

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15
The Multiple Dimensions of Video Game Effects
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Article
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The Multiple Dimensions of Video Game Effects

Child development perspectives, 2011-06, Vol.5 (2), p.75-81 [Peer Reviewed Journal]

2011 The Author. Child Development Perspectives © 2011 The Society for Research in Child Development ;ISSN: 1750-8592 ;EISSN: 1750-8606 ;DOI: 10.1111/j.1750-8606.2011.00159.x

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16
Intermedia Games—Games Inter Media: Video Games and Intermediality
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Book
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Intermedia GamesGames Inter Media: Video Games and Intermediality

ISBN: 1501330527 ;ISBN: 9781501330520 ;ISBN: 1501368125 ;ISBN: 9781501368127 ;ISBN: 1501330500 ;ISBN: 9781501330506 ;ISBN: 1501330497 ;ISBN: 9781501330490 ;EISBN: 1501330519 ;EISBN: 9781501330513 ;EISBN: 1501330500 ;EISBN: 9781501330506 ;DOI: 10.5040/9781501330520 ;OCLC: 1077292162

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17
The Motivating Role of Violence in Video Games
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Article
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The Motivating Role of Violence in Video Games

Personality & social psychology bulletin, 2009-02, Vol.35 (2), p.243-259 [Peer Reviewed Journal]

Copyright SAGE PUBLICATIONS, INC. Feb 2009 ;ISSN: 0146-1672 ;EISSN: 1552-7433 ;DOI: 10.1177/0146167208327216 ;PMID: 19141627

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18
The Video Game Experience as "True" Identification: A Theory of Enjoyable Alterations of Players' Self-Perception
Material Type:
Article
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The Video Game Experience as "True" Identification: A Theory of Enjoyable Alterations of Players' Self-Perception

Communication theory, 2009-11, Vol.19 (4), p.351-373 [Peer Reviewed Journal]

2009 International Communication Association ;Copyright Blackwell Publishing Ltd. Nov 2009 ;ISSN: 1050-3293 ;EISSN: 1468-2885 ;DOI: 10.1111/j.1468-2885.2009.01347.x ;CODEN: CNTHEV

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19
Video Game Violence Use Among “Vulnerable” Populations: The Impact of Violent Games on Delinquency and Bullying Among Children with Clinically Elevated Depression or Attention Deficit Symptoms
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Article
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Video Game Violence Use Among “Vulnerable” Populations: The Impact of Violent Games on Delinquency and Bullying Among Children with Clinically Elevated Depression or Attention Deficit Symptoms

Journal of youth and adolescence, 2014, Vol.43 (1), p.127-136 [Peer Reviewed Journal]

Springer Science+Business Media New York 2013 ;Springer Science+Business Media New York 2014 ;ISSN: 0047-2891 ;EISSN: 1573-6601 ;DOI: 10.1007/s10964-013-9986-5 ;PMID: 23975351 ;CODEN: JYADA6

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20
INDIRECT NETWORK EFFECTS AND THE PRODUCT CYCLE: VIDEO GAMES IN THE U.S., 1994-2002
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Article
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INDIRECT NETWORK EFFECTS AND THE PRODUCT CYCLE: VIDEO GAMES IN THE U.S., 1994-2002

The Journal of industrial economics, 2005-12, Vol.53 (4), p.515-542 [Peer Reviewed Journal]

Copyright 2005 Blackwell Publishing Ltd ;Copyright Blackwell Publishing Dec 2005 ;ISSN: 0022-1821 ;EISSN: 1467-6451 ;DOI: 10.1111/j.1467-6451.2005.00268.x ;CODEN: JIEOAF

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