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1
Immaterialrätten i den digitala eran – svenska dataspelsbranschen som exempel
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Article
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Immaterialrätten i den digitala eran – svenska dataspelsbranschen som exempel

Ekonomisk debatt, 2020-01, Vol.48 (2), p.32

Copyright Nationalekonomiska Föreningen, Swedish Economic Society 2020 ;ISSN: 0345-2646 ;EISSN: 0345-2646

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2
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Book
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Online Computer and Video Games

Digital Resources/Online E-Resources

3
DORFROMANTIK
Material Type:
magazinearticle
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DORFROMANTIK

Reason, 2021-07, Vol.53 (3), p.60-60

COPYRIGHT 2021 Reason Foundation ;Copyright Reason Foundation Jul 2021 ;ISSN: 0048-6906

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4
DATEBOOK
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Article
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DATEBOOK

TelevisionWeek, 2006-04, Vol.25 (17), p.22

Copyright Crain Communications, Incorporated Apr 24, 2006 ;ISSN: 1544-0516

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5
Computer and Video Games in Family Life: The digital divide as a resource in intergenerational interactions
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Article
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Computer and Video Games in Family Life: The digital divide as a resource in intergenerational interactions

Childhood (Copenhagen, Denmark), 2007-05, Vol.14 (2), p.235-256 [Peer Reviewed Journal]

Copyright Sage Publications Ltd. May 2007 ;ISSN: 0907-5682 ;ISSN: 1461-7013 ;EISSN: 1461-7013 ;DOI: 10.1177/0907568207078330 ;CODEN: CHILFF

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6
Engaging by Design: How Engagement Strategies in Popular Computer and Video Games Can Inform Instructional Design
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Article
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Engaging by Design: How Engagement Strategies in Popular Computer and Video Games Can Inform Instructional Design

Educational technology research and development, 2005-01, Vol.53 (2), p.67-83 [Peer Reviewed Journal]

Copyright 2005 Association for Educational Communications and Technology ;2005 INIST-CNRS ;Copyright Association for Educational Communications & Technology 2005 ;ISSN: 1042-1629 ;EISSN: 1556-6501 ;DOI: 10.1007/BF02504866 ;CODEN: ETRDE5

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7
Video-arcade game, computer game and Internet activities of Australian students: Participation habits and prevalence of addiction
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Article
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Video-arcade game, computer game and Internet activities of Australian students: Participation habits and prevalence of addiction

Australian journal of psychology, 2010-06, Vol.62 (2), p.59-66 [Peer Reviewed Journal]

2010 Australian Psychological Society ;Copyright Taylor & Francis. 2010 ;ISSN: 0004-9530 ;EISSN: 1742-9536 ;DOI: 10.1080/00049530902748283 ;CODEN: ASJPAE

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8
Social Robots and Brain–Computer Interface Video Games for Dealing with Attention Deficit Hyperactivity Disorder: A Systematic Review
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Article
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Social Robots and Brain–Computer Interface Video Games for Dealing with Attention Deficit Hyperactivity Disorder: A Systematic Review

Brain sciences, 2023-08, Vol.13 (8), p.1172 [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: 2076-3425 ;EISSN: 2076-3425 ;DOI: 10.3390/brainsci13081172 ;PMID: 37626528

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9
Threats Posed by Social Media and Computer and Video Games from the Perspective of Sport Education
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Article
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Threats Posed by Social Media and Computer and Video Games from the Perspective of Sport Education

International journal of emerging technologies in learning, 2022-01, Vol.17 (6), p.57-72 [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: 1863-0383 ;EISSN: 1863-0383 ;DOI: 10.3991/ijet.v17i06.18989

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10
Public concerns about violent video games are moral concerns-How moral threat can make pacifists susceptible to scientific and political claims against violent video games
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Article
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Public concerns about violent video games are moral concerns-How moral threat can make pacifists susceptible to scientific and political claims against violent video games

European journal of social psychology, 2015-10, Vol.45 (6), p.769-783 [Peer Reviewed Journal]

Copyright © 2015 John Wiley & Sons, Ltd. ;Copyright Wiley Subscription Services, Inc. Oct 2015 ;ISSN: 0046-2772 ;EISSN: 1099-0992 ;DOI: 10.1002/ejsp.2125 ;CODEN: EJSPA6

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11
A Conceptual Review of Research on the Pathological Use of Computers, Video Games, and the Internet
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Article
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A Conceptual Review of Research on the Pathological Use of Computers, Video Games, and the Internet

International journal of mental health and addiction, 2012-10, Vol.10 (5), p.748-769 [Peer Reviewed Journal]

Springer Science+Business Media, LLC 2012 ;Springer Science+Business Media, LLC 2012. ;ISSN: 1557-1874 ;EISSN: 1557-1882 ;DOI: 10.1007/s11469-011-9369-7

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12
Exploring the quantum speed limit with computer games
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Article
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Exploring the quantum speed limit with computer games

Nature (London), 2016-04, Vol.532 (7598), p.210-213 [Peer Reviewed Journal]

COPYRIGHT 2016 Nature Publishing Group ;COPYRIGHT 2016 Nature Publishing Group ;Copyright Nature Publishing Group Apr 14, 2016 ;ISSN: 0028-0836 ;EISSN: 1476-4687 ;DOI: 10.1038/nature17620 ;PMID: 27075097 ;CODEN: NATUAS

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13
Enhancing Attentional Control: Lessons from Action Video Games
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Article
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Enhancing Attentional Control: Lessons from Action Video Games

Neuron (Cambridge, Mass.), 2019-10, Vol.104 (1), p.147-163 [Peer Reviewed Journal]

2019 Elsevier Inc. ;Copyright © 2019 Elsevier Inc. All rights reserved. ;2019. Elsevier Inc. ;ISSN: 0896-6273 ;EISSN: 1097-4199 ;DOI: 10.1016/j.neuron.2019.09.031 ;PMID: 31600511

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14
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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15
Human-level control through deep reinforcement learning
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Article
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Human-level control through deep reinforcement learning

Nature (London), 2015-02, Vol.518 (7540), p.529-533 [Peer Reviewed Journal]

COPYRIGHT 2015 Nature Publishing Group ;COPYRIGHT 2015 Nature Publishing Group ;Copyright Nature Publishing Group Feb 26, 2015 ;ISSN: 0028-0836 ;EISSN: 1476-4687 ;DOI: 10.1038/nature14236 ;PMID: 25719670 ;CODEN: NATUAS

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16
Grandmaster level in StarCraft II using multi-agent reinforcement learning
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Article
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Grandmaster level in StarCraft II using multi-agent reinforcement learning

Nature (London), 2019-11, Vol.575 (7782), p.350-354 [Peer Reviewed Journal]

COPYRIGHT 2019 Nature Publishing Group ;COPYRIGHT 2019 Nature Publishing Group ;Copyright Nature Publishing Group Nov 14, 2019 ;ISSN: 0028-0836 ;EISSN: 1476-4687 ;DOI: 10.1038/s41586-019-1724-z ;PMID: 31666705

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17
How to train your robot with deep reinforcement learning: lessons we have learned
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Article
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How to train your robot with deep reinforcement learning: lessons we have learned

The International journal of robotics research, 2021-04, Vol.40 (4-5), p.698-721 [Peer Reviewed Journal]

The Author(s) 2021 ;ISSN: 0278-3649 ;EISSN: 1741-3176 ;DOI: 10.1177/0278364920987859

Digital Resources/Online E-Resources

18
Design and validation of a unique endoscopy simulator using a commercial video game
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Article
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Design and validation of a unique endoscopy simulator using a commercial video game

Canadian Journal of Surgery, 2021-12, Vol.64, p.S81-S81 [Peer Reviewed Journal]

Copyright Joule Inc Dec 2021 ;ISSN: 0008-428X ;EISSN: 1488-2310

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19
Design and validity evidence for a unique endoscopy simulator using a commercial video game
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Article
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Design and validity evidence for a unique endoscopy simulator using a commercial video game

Canadian Journal of Surgery, 2021-11, Vol.64, p.S66-S67 [Peer Reviewed Journal]

Copyright Joule Inc Nov 2021 ;ISSN: 0008-428X ;EISSN: 1488-2310

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20
What is eSports and why do people watch it?
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Article
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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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