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1
The economics of free: Freemium games, branding and the impatience economy
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The economics of free: Freemium games, branding and the impatience economy

Evans, Elizabeth

Convergence (London, England), 2016-12, Vol.22 (6), p.563-580 [Periódico revisado por pares]

London, England: SAGE Publications

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2
Does Computerized Cognitive Training Improve Mental Resilience and Quality of Life (QOL) of Israeli Soldiers in Combat Units?
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Does Computerized Cognitive Training Improve Mental Resilience and Quality of Life (QOL) of Israeli Soldiers in Combat Units?

Gilboa, Yafit ; Nahum, Mor ; Avraham, Rina Ben ; Afek, Anat

The American journal of occupational therapy, 2020-08, Vol.74 (S1), p.7411515338-7411515338p1 [Periódico revisado por pares]

American Occupational Therapy Association

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3
Mobile@game cultures: The place of urban mobile gaming
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Mobile@game cultures: The place of urban mobile gaming

Hjorth, Larissa

Convergence (London, England), 2011-11, Vol.17 (4), p.357-371 [Periódico revisado por pares]

London, England: SAGE Publications

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4
Haptic ambience: Ambient play, the haptic effect and co-presence in Pokémon GO
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Haptic ambience: Ambient play, the haptic effect and co-presence in Pokémon GO

Apperley, Thomas ; Moore, Kyle Richardson, Ingrid ; Hjorth, Larissa

Convergence (London, England), 2019-02, Vol.25 (1), p.6-17 [Periódico revisado por pares]

London, England: SAGE Publications

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5
Avatar identification mediates the relationship between peer phubbing and mobile game addiction
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Avatar identification mediates the relationship between peer phubbing and mobile game addiction

Hao, Lujie ; Lv, Qinghua ; Zhang, Xiaosan ; Jiang, Qingquan ; Ping, Lin

Social behavior and personality, 2020-10, Vol.48 (10), p.1-15 [Periódico revisado por pares]

Palmerston North: Scientific Journal Publishers

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6
Reimagining smartphones in a local mediascape: A cultural analysis of young KakaoTalk users in Korea
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Reimagining smartphones in a local mediascape: A cultural analysis of young KakaoTalk users in Korea

Jin, Dal Yong ; Yoon, Kyong

Convergence (London, England), 2016-10, Vol.22 (5), p.510-523 [Periódico revisado por pares]

London, England: SAGE Publications

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7
We Are Martinsville (WAM): Leveraging Mobile Gaming for Community Engagement and Improving Health
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We Are Martinsville (WAM): Leveraging Mobile Gaming for Community Engagement and Improving Health

El Khafif, Mona ; Wibberly, Kathy Hsu ; Cleckley, Elgin ; Nguyen, Tho H ; Divers, Marcus H

International journal of e-planning research, 2021-10, Vol.10 (4), p.63-87 [Periódico revisado por pares]

Hershey: IGI Global

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8
Bigfoot Inspires Youth: Leave No Trace in Urban After-School Programs
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Bigfoot Inspires Youth: Leave No Trace in Urban After-School Programs

Ahl, Peter ; Clanton, Lora ; Bitterman, Alex ; Hill, Eddie ; Leary, Andew ; Allen, Asiah ; Lawhon, Ben

Journal of outdoor recreation, education, and leadership, 2020-06, Vol.12 (2), p.267 [Periódico revisado por pares]

Sagamore Publishing

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9
More screen time, lower well-being.(HAVE YOU HEARD? Newsworthy items from the field)
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More screen time, lower well-being.(HAVE YOU HEARD? Newsworthy items from the field)

Phi Delta Kappan, 2019-02, Vol.100 (5), p.69-69

Phi Delta Kappa, Inc

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10
We play in public: The nature and context of portable gaming systems
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We play in public: The nature and context of portable gaming systems

McCrea, Christian

Convergence (London, England), 2011-11, Vol.17 (4), p.389-403 [Periódico revisado por pares]

London, England: SAGE Publications

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