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1. THE ROLE OF VIRTUAL WORLDS AS A COLLABORATIVE ENVIRONMENT FOR PARTIALLY DISTRIBUTED TEAMS

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3. How can Wii learn from video games? Examining relationships between technological affordances and socio-cognitive determinates on affective and behavioral outcomes.

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5. GAMES AS ARTISTIC MEDIUM: INTERFACING COMPLEXITY THEORY IN GAME-BASED ART PEDAGOGY

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7. Immersive Mediation: The Roles of Flow and Narrative Engagement in a Persuasive Health Game

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9. CALL OF DUTY FOR ADOLESCENT BOYS: AN ETHNOGRAPHIC PHENOMENOLOGY OF THE EXPERIENCES WITHIN A GAMING CULTURE

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10. The Role of Masculinity in Male Gamers' Exclusionary Treatment of Women

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