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Book Chapter
A Survey on Strategies, Trends, Economics, and Prospects of Cloud-Based Gaming
Sharon Moses J., Dhinesh Babu L. D., Nirmala M., M. Rajasekhara Babu, P. Venkata Krishna (2017). Emerging Technologies and Applications for Cloud-Based Gaming 24 pages.
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Book Chapter
Emerging Technologies and Applications for Cloud-Based Gaming: Review on Cloud Gaming Architectures
Deverajan Ganesh Gopal, Sekaran Kaushik (2017). Emerging Technologies and Applications for Cloud-Based Gaming 21 pages.
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Enhancing Quality of Service in Cloud Gaming System: An Active Implementation Framework for Enhancing Quality of Service in Multi-Player Cloud Gaming
Balamurugan Balusamy, P. Venkata Krishna, Aishwarya T., Thusitha M., Tamizh Arasi G. S., Marimuthu Karuppiah (2017). Emerging Technologies and Applications for Cloud-Based Gaming 33 pages.
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Book Chapter
New Concepts, Old Known Issues: The DSM-5 and Internet Gaming Disorder and its Assessment
Halley M Pontes, Mark D. Griffiths (2017). Gaming and Technology Addiction: Breakthroughs in Research and Practice 16 pages.
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Book Chapter
New Concepts, Old Known Issues: The DSM-5 and Internet Gaming Disorder and its Assessment
Halley M Pontes, Mark D. Griffiths (2015). Psychological and Social Implications Surrounding Internet and Gaming Addiction 15 pages.
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Book Chapter
Reviewing Gratification Effects in Mobile Gaming
Yuchan Gao (2016). Handbook of Research on Human Social Interaction in the Age of Mobile Devices 23 pages.
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Book Chapter
Cloud-Based Gaming Services
Shivangshu Nag, Vipul Kumar Srivastava, Ragam Sai Krishna (2017). Emerging Technologies and Applications for Cloud-Based Gaming 20 pages.
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Journal Article
Female Gamers: A Thematic Analysis of Their Gaming Experience
Lavinia McLean, Mark D. Griffiths (2013). International Journal of Game-Based Learning 18 pages.
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Book Chapter
eGaming and Girls: Optimizing Use in School Libraries
Lesley S. J. Farmer, Nora G. Murphy (2010). Interdisciplinary Models and Tools for Serious Games: Emerging Concepts and Future Directions 27 pages.
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Book Chapter
Gamers’ Motivations and Problematic Gaming: An Exploratory Study of Gamers in World of Warcraft
Nikole Wing Ka Kwok, Angeline Khoo (2013). Evolving Psychological and Educational Perspectives on Cyber Behavior 18 pages.
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Book Chapter
The Home Console Dispositive: Digital Games and Gaming as Socio-Technical Arrangements
Harald Waldrich (2017). Applying the Actor-Network Theory in Media Studies 23 pages.
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Journal Article
Gamers’ Motivations and Problematic Gaming: An Exploratory Study of Gamers in World of Warcraft
Nikole Wing Ka Kwok, Angeline Khoo (2011). International Journal of Cyber Behavior, Psychology and Learning 16 pages.
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Book Chapter
Cloud Gaming: Design Architecture and Challenges
Prajit Kumar Datta, Utkarsh Srivastava (2017). Emerging Technologies and Applications for Cloud-Based Gaming 18 pages.
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Book Chapter
Women and Men in Computer Science: The Role of Gaming in their Educational Goals
Jill Denner, Eloy Ortiz, Linda Werner (2014). Gender Considerations and Influence in the Digital Media and Gaming Industry 18 pages.
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Book Chapter
Women and Men in Computer Science: The Role of Gaming in Their Educational Goals
Jill Denner, Eloy Ortiz, Linda Werner (2015). Gamification: Concepts, Methodologies, Tools, and Applications 18 pages.
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Journal Article
Social Interactions in Online Gaming
Mark Griffiths, Zaheer Hussain, Sabine M. Grüsser, Ralf Thalemann, Helena Cole, Mark N.O. Davies, Darren Chappell (2011). International Journal of Game-Based Learning 17 pages.
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Book Chapter
The #GamerGate Files: Misogyny in the Media
Dustin Kidd, Amanda J. Turner (2016). Defining Identity and the Changing Scope of Culture in the Digital Age 23 pages.
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Book Chapter
A Qualitative Meta-Analysis of Computer Games as Learning Tools
Fengfeng Ke (2011). Gaming and Simulations: Concepts, Methodologies, Tools and Applications 47 pages.
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Journal Article
A Four-Dimensional Maxwell Equation for Social Processes in Web-Based Learning and Teaching: Windrose Dynamics as GIS (Games’ Intrinsic Spaces)
Gilbert Ahamer (2012). International Journal of Web-Based Learning and Teaching Technologies 19 pages.
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Journal Article
An Exploratory Study of Trolling in Online Video Gaming
Scott Thacker, Mark D. Griffiths (2012). International Journal of Cyber Behavior, Psychology and Learning 17 pages.
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Book Chapter
Web-Based Instruction Revolutionizes Environmental Systems Analysis
Gilbert Ahamer (2016). Revolutionizing Education through Web-Based Instruction 24 pages.
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Book Chapter
A Qualitative Meta-Analysis of Computer Games as Learning Tools
Fengfeng Ke (2009). Handbook of Research on Effective Electronic Gaming in Education 32 pages.
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Book Chapter
Social Interactions in Online Gaming
Mark Griffiths, Zaheer Hussain, Sabine M. Grüsser, Ralf Thalemann, Helena Cole, Mark N.O. Davies, Darren Chappell (2013). Developments in Current Game-Based Learning Design and Deployment 17 pages.
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Book Chapter
Socialisation of Gamification
(2018). Gaming Innovations in Higher Education: Emerging Research and Opportunities 32 pages.
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Book Chapter
Gaming, Cognitive Style, and Feedback in the Achievement of Learning Objectives
Brian Cameron (2008). Handbook of Research on Instructional Systems and Technology 33 pages.
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