Found: 7
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Players Just Want to Have Fun? An Exploratory Survey on Hedonic and Eudaimonic Game Motives.
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- Games & Culture, 2024, v. 19, n. 5, p. 611, doi. 10.1177/15554120231182498
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- Article
Video Game Accessibility Defined Through Advocacy: How the Websites AbleGamers.org and CanIPlayThat.com Use the Word Accessibility.
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- Games & Culture, 2024, v. 19, n. 5, p. 571, doi. 10.1177/15554120231170156
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- Article
Broken Promises Marketing. Relations, Communication Strategies, and Ethics of Video Game Journalists and Developers: The Case of Cyberpunk 2077.
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- Games & Culture, 2024, v. 19, n. 5, p. 650, doi. 10.1177/15554120231173479
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- Article
Ludic Mechanics, Psychic Mechanisms and Explorations of "Inner Space" in Mindwheel and Psychonauts.
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- Games & Culture, 2024, v. 19, n. 5, p. 634, doi. 10.1177/15554120231172614
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- Article
Meaningful Place: A Phenomenological Approach to the Design of Spatial Experience in Open-world Games.
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- Games & Culture, 2024, v. 19, n. 5, p. 587, doi. 10.1177/15554120231171290
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- Article
How Does Exposure to General and Sexual Harassment Relate to Female Gamers' Coping Strategies and Mental Health?
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- Games & Culture, 2024, v. 19, n. 5, p. 670, doi. 10.1177/15554120231177600
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- Article
Gaming for Ecological Activism: A Multidimensional Model for Networks Articulated Through Video Games.
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- Games & Culture, 2024, v. 19, n. 5, p. 551, doi. 10.1177/15554120231170141
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- Article