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1
“Level Up”: Leveraging Skill and Engagement to Maximize Player Game-Play in Online Video Games
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“Level Up”: Leveraging Skill and Engagement to Maximize Player Game-Play in Online Video Games

Information systems research, 2019-09, Vol.30 (3), p.927-947 [Peer Reviewed Journal]

COPYRIGHT 2019 Institute for Operations Research and the Management Sciences ;Copyright Institute for Operations Research and the Management Sciences Sep 2019 ;ISSN: 1047-7047 ;EISSN: 1526-5536 ;DOI: 10.1287/isre.2019.0839

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2
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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3
The relationship between addictive use of social media and video games and symptoms of psychiatric disorders: A large-scale cross-sectional study
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Article
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The relationship between addictive use of social media and video games and symptoms of psychiatric disorders: A large-scale cross-sectional study

Psychology of addictive behaviors, 2016-03, Vol.30 (2), p.252 [Peer Reviewed Journal]

(c) 2016 APA, all rights reserved). ;EISSN: 1939-1501 ;DOI: 10.1037/adb0000160 ;PMID: 26999354

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4
Popularity of Video Games and Collective Memory
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Popularity of Video Games and Collective Memory

Entropy (Basel, Switzerland), 2022-06, Vol.24 (7), p.860 [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: 1099-4300 ;EISSN: 1099-4300 ;DOI: 10.3390/e24070860 ;PMID: 35885084

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5
The effect of smartphones and playing video games on decision-making in soccer players: A crossover and randomised study
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Article
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The effect of smartphones and playing video games on decision-making in soccer players: A crossover and randomised study

Journal of sports sciences, 2020-03, Vol.38 (5), p.552 [Peer Reviewed Journal]

EISSN: 1466-447X ;DOI: 10.1080/02640414.2020.1715181 ;PMID: 31941416

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6
A Longitudinal Social Network Perspective on Adolescents' Exposure to Violent Video Games and Aggression
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A Longitudinal Social Network Perspective on Adolescents' Exposure to Violent Video Games and Aggression

Cyberpsychology, behavior and social networking, 2021-01, Vol.24 (1), p.24-31 [Peer Reviewed Journal]

ISSN: 2152-2715 ;EISSN: 2152-2723 ;DOI: 10.1089/cyber.2019.0776 ;PMID: 33434092

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7
Using an Extended Technology Acceptance Model for Online Strategic Video Games: A Case of Multiplayer Online Battle Arena (MOBA)
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Article
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Using an Extended Technology Acceptance Model for Online Strategic Video Games: A Case of Multiplayer Online Battle Arena (MOBA)

International journal of technology and human interaction, 2021-01, Vol.17 (1), p.32-58 [Peer Reviewed Journal]

COPYRIGHT 2021 IGI Global ;Copyright IGI Global 2021 ;Copyright © 2021, IGI Global. Copying or distributing in print or electronic forms without written permission of IGI Global is prohibited. ;ISSN: 1548-3908 ;EISSN: 1548-3916 ;DOI: 10.4018/IJTHI.2021010103

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8
Video games and Facebook addiction among Tunisian adolescents: prevalence and associated factors
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Article
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Video games and Facebook addiction among Tunisian adolescents: prevalence and associated factors

International journal of adolescent medicine and health, 2024-04, Vol.36 (2), p.111-121 [Peer Reviewed Journal]

2024 Walter de Gruyter GmbH, Berlin/Boston. ;2024 Walter de Gruyter GmbH, Berlin/Boston ;ISSN: 2191-0278 ;ISSN: 0334-0139 ;EISSN: 2191-0278 ;DOI: 10.1515/ijamh-2023-0171 ;PMID: 38235542

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9
Peer Influence in the Adoption of Video Games
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Article
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Peer Influence in the Adoption of Video Games

International journal of e-business research, 2022-10, Vol.18 (1), p.1-16 [Peer Reviewed Journal]

2022. This work is published 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. ;ISSN: 1548-1131 ;EISSN: 1548-114X ;DOI: 10.4018/IJEBR.309399

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10
Evidence that digital game players neglect age classification systems when deciding which games to play
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Article
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Evidence that digital game players neglect age classification systems when deciding which games to play

PloS one, 2022-02, Vol.17 (2), p.e0263560-e0263560 [Peer Reviewed Journal]

COPYRIGHT 2022 Public Library of Science ;2022 Hollett 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. ;2022 Hollett et al 2022 Hollett et al ;ISSN: 1932-6203 ;EISSN: 1932-6203 ;DOI: 10.1371/journal.pone.0263560 ;PMID: 35192661

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11
Empirical Relationships between Problematic Alcohol Use and a Problematic Use of Video Games, Social Media and the Internet and Their Associations to Mental Health in Adolescence
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Article
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Empirical Relationships between Problematic Alcohol Use and a Problematic Use of Video Games, Social Media and the Internet and Their Associations to Mental Health in Adolescence

International journal of environmental research and public health, 2020-08, Vol.17 (17), p.6098 [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/ijerph17176098 ;PMID: 32825700

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12
Using video games for volcanic hazard education and communication: an assessment of the method and preliminary results
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Article
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Using video games for volcanic hazard education and communication: an assessment of the method and preliminary results

Natural hazards and earth system sciences, 2016-07, Vol.16 (7), p.1673-1689 [Peer Reviewed Journal]

COPYRIGHT 2016 Copernicus GmbH ;Copyright Copernicus GmbH 2016 ;2016. This work is published 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. ;ISSN: 1684-9981 ;ISSN: 1561-8633 ;EISSN: 1684-9981 ;DOI: 10.5194/nhess-16-1673-2016

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13
Psychophysiological Responses to Background Brand Placements in Video Games
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Article
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Psychophysiological Responses to Background Brand Placements in Video Games

Journal of advertising, 2013-04, Vol.42 (2-3), p.251-263 [Peer Reviewed Journal]

Copyright Taylor & Francis Group, LLC 2013 ;Copyright © 2013 American Academy of Advertising ;COPYRIGHT 2013 Taylor & Francis Group LLC ;Copyright Taylor & Francis Ltd. 2013 ;ISSN: 0091-3367 ;EISSN: 1557-7805 ;DOI: 10.1080/00913367.2013.775800 ;CODEN: JOADD7

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14
The Cultural Impact of Video Games: A Systematic Review of the Literature
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Article
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The Cultural Impact of Video Games: A Systematic Review of the Literature

Education sciences, 2023-11, Vol.13 (11), p.1116 [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. ;ISSN: 2227-7102 ;EISSN: 2227-7102 ;DOI: 10.3390/educsci13111116

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15
Evaluating Video Games as Tools for Education on Fake News and Misinformation
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Article
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Evaluating Video Games as Tools for Education on Fake News and Misinformation

Computers (Basel), 2023-09, Vol.12 (9), p.188 [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. ;ISSN: 2073-431X ;EISSN: 2073-431X ;DOI: 10.3390/computers12090188

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16
A Qualitative Analysis of the Educational Value of Commercial Video Games
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Article
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A Qualitative Analysis of the Educational Value of Commercial Video Games

Education sciences, 2022-09, Vol.12 (9), p.584 [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. ;ISSN: 2227-7102 ;EISSN: 2227-7102 ;DOI: 10.3390/educsci12090584

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17
Augmented Reality Video Games: New Possibilities and Implications for Children and Adolescents
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Article
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Augmented Reality Video Games: New Possibilities and Implications for Children and Adolescents

Multimodal technologies and interaction, 2017-06, Vol.1 (2), p.8 [Peer Reviewed Journal]

2017. 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. ;ISSN: 2414-4088 ;EISSN: 2414-4088 ;DOI: 10.3390/mti1020008

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18
High-tech tools for exercise motivation: use and role of technologies such as the internet, mobile applications, social media, and video games
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Article
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High-tech tools for exercise motivation: use and role of technologies such as the internet, mobile applications, social media, and video games

Diabetes spectrum, 2015-02, Vol.28 (1), p.45-54 [Peer Reviewed Journal]

Copyright American Diabetes Association Feb 2015 ;2015 by the American Diabetes Association. 2015 ;ISSN: 1040-9165 ;EISSN: 1944-7353 ;DOI: 10.2337/diaspect.28.1.45 ;PMID: 25717278

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19
The Effect of Multiplayer Video Games on Incidental and Intentional L2 Vocabulary Learning: The Case of Among Us
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Article
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The Effect of Multiplayer Video Games on Incidental and Intentional L2 Vocabulary Learning: The Case of Among Us

Multimodal technologies and interaction, 2021-12, Vol.5 (12), p.80 [Peer Reviewed Journal]

2021 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. ;ISSN: 2414-4088 ;EISSN: 2414-4088 ;DOI: 10.3390/mti5120080

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20
Preventing problematic internet use during the COVID-19 pandemic: Consensus guidance
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Article
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Preventing problematic internet use during the COVID-19 pandemic: Consensus guidance

Comprehensive psychiatry, 2020-07, Vol.100, p.152180-152180, Article 152180 [Peer Reviewed Journal]

2020 ;Copyright © 2020. Published by Elsevier Inc. ;Copyright Elsevier Limited Jul 2020 ;2020 The Authors. Published by Elsevier Inc. 2020 ;ISSN: 0010-440X ;EISSN: 1532-8384 ;DOI: 10.1016/j.comppsych.2020.152180 ;PMID: 32422427

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