40 results
Chapter 4 - Mobile Apps and Video Games
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- Book:
- Technological Innovations in Participatory Health Research with Adolescents
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- 20 February 2025
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- 27 February 2025, pp 87-104
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10 - Past and Present
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- Tokyo
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- 06 February 2025
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- 30 January 2025, pp 196-218
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Video gaming and its impact on driving simulation performance: A secondary analysis of a randomized control trial
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- Journal:
- Journal of Clinical and Translational Science / Volume 8 / 2024
- Published online by Cambridge University Press:
- 11 December 2024, e213
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Chapter 10 - Narrative and Interactivity
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- The Cambridge Companion to Literature in a Digital Age
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- 29 November 2024
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- 14 November 2024, pp 177-193
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Designing the Virtual Museum with Animal Crossing: New Horizons
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- Public Humanities / Volume 1 / 2025
- Published online by Cambridge University Press:
- 04 November 2024, e8
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Level Up! Priming Hobbyist Political Identity Using Survey Experiment
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- Journal of Experimental Political Science , First View
- Published online by Cambridge University Press:
- 31 July 2024, pp. 1-17
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I think learning ancient Greek via video game is…’: An online survey to understand perceptions of Digital Game-Based Learning for ancient Greek
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- Journal of Classics Teaching / Volume 25 / Issue 50 / Autumn 2024
- Published online by Cambridge University Press:
- 01 March 2024, pp. 173-180
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30 - Video Game Effects
- from Part IV - Effects in Cyber Behavior
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- The Cambridge Handbook of Cyber Behavior
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- 06 December 2024
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- 09 November 2023, pp 879-913
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4 - Cyber Behavior for Child and Adolescent Development
- from Part I - Users in Cyber Behavior
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- The Cambridge Handbook of Cyber Behavior
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- 06 December 2024
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- 09 November 2023, pp 97-130
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16 - The Mass Media, Digital Access, and the Cultivation of Taste
- from Part V - Art, Economy, and Society
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- The Economics of Art and Culture
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- 24 November 2023
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- 28 September 2023, pp 244-255
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Chapter 10 - Medievalisms: Modern Encounters with Medieval Polyphony and Song
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- Medieval Polyphony and Song
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- 27 April 2023
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- 11 May 2023, pp 203-218
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Chapter 16 - Play the Knave Theatre Videogame in Schools
- from Part IV - Digital Reimaginings
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- Reimagining Shakespeare Education
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- 02 February 2023
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- 23 February 2023, pp 251-264
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On-Screen Language in Video Games
- A Translation Perspective
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- 27 October 2022
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- 24 November 2022
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8 - Tangerine Dream
- from Part II - Music
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- The Cambridge Companion to Krautrock
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- 20 October 2022
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- 27 October 2022, pp 126-142
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Chapter 19 - Digital Nature
- from Part III - Applications
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- Book:
- Nature and Literary Studies
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- 22 July 2022
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- 04 August 2022, pp 339-354
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Virtual coercion and the vulnerable consumer: ‘loot boxes’ as aggressive commercial practices
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- Journal:
- Legal Studies / Volume 42 / Issue 4 / December 2022
- Published online by Cambridge University Press:
- 07 March 2022, pp. 555-575
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- December 2022
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Have Video Games Evolved Enough to Teach Human Origins?: A Review of Ancestors: The Humankind Odyssey
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- Advances in Archaeological Practice / Volume 10 / Issue 1 / February 2022
- Published online by Cambridge University Press:
- 24 February 2022, pp. 122-127
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11 - Old Principles for New Worlds
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- All Too Human
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- 27 January 2022
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- 17 February 2022, pp 147-165
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40 - Multimedia Learning with Computer Games
- from Part VIII - Multimedia Learning with Media
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- The Cambridge Handbook of Multimedia Learning
- Published online:
- 19 November 2021
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- 09 December 2021, pp 472-486
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17 - The Effects of Video Games on Creativity
- from Part III - Modes of Enhancement
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- The Cambridge Handbook of Lifespan Development of Creativity
- Published online:
- 19 November 2021
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- 25 November 2021, pp 368-392
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