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Book(electronic)#11412020

Medienqualität: Diskurse aus dem Grimme-Institut zu Fernsehen, Internet und Radio

In: Edition Medienwissenschaft Band 68

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Book(electronic)#11422022

Playful Materialities: The Stuff That Games Are Made Of

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Book(electronic)#11432007

Why girls play: results of a qualitative interview study with female video game players

In: Hamburger Forschungsberichte zur Sozialpsychologie (HaFoS), Volume 77

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Article(electronic)#11442022

New Insights, New Rules: What Shapes the Iterative Design of an Urban Planning Game?

In: Urban Planning, Volume 7, Issue 2, p. 295-305

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Article(electronic)#11452022

Gender Differences in Motivations and Gratifications to Play Video Games: The Study of the Sims Players' Experiences

In: Journal of Cyberspace Studies, Volume 6, Issue 2, p. 131-148

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Article(electronic)#11462020

Публичные арены игровых стримов (на примере репрезентации темы коронавируса)

In: Sociologija vlasti: naučnyj i obščestvenno-političeskij žurnal, Volume 32, Issue 3, p. 221-241

ISSN: 2413-144X

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Article(electronic)#11472018

Psychasthenia studio and the gamification of contemporary culture

In: Media and Communication, Volume 6, Issue 2, p. 90-102

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Article(electronic)#11482008

Rozrywkowe skrzywienie - kiedy dokuczliwość społeczna gier komputerowych przekroczy dopuszczalny poziom?

In: Homo communicativus, Issue 4, p. 103-111

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Book(print)#11492024

Understanding media: communication, power and social change

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Book(electronic)#115020204 versions available

Medienqualität: Diskurse aus dem Grimme-Institut zu Fernsehen, Internet und Radio

In: Edition Medienwissenschaft

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Book(electronic)#11512018

Cultures of computer game concerns: the child across families, law, science and industry

In: VerKörperungen/MatteRealities - Perspektiven empirischer Wissenschaftsforschung 23

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Book chapter(electronic)#11522022

Chronische Erkrankungen in audiovisuellen und sozialen Medien: Eine qualitative Medieninhaltsanalyse der Repräsentation lang andauernder Krankheiten

In: Gesundheitskommunikation in Zeiten der COVID-19-Pandemie, p. 1-14

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Article(electronic)#11532022

Playing for Keeps: Designing Serious Games for Climate Adaptation Planning Education With Young People

In: Urban Planning, Volume 7, Issue 2, p. 306-320

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Book chapter(electronic)#11542017

Die Abhängigkeit der Videospieler vom Lesen

In: Actual problems of the humanities, p. 23-45

Article(electronic)#11552015

Violent video games and physical aggression: evidence for a selection effect among adolescents

In: Psychology of Popular Media Culture, Volume 4, Issue 4, p. 305-328

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