34 results
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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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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- 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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- 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
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- 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
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- 19 November 2021
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- 25 November 2021, pp 368-392
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Nutrition education strategies to promote vegetable consumption in preschool children: the Veggies4myHeart project
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- Public Health Nutrition / Volume 25 / Issue 4 / April 2022
- Published online by Cambridge University Press:
- 27 October 2021, pp. 1061-1070
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Objective risk assessment using a driving computer game
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- European Psychiatry / Volume 64 / Issue S1 / April 2021
- Published online by Cambridge University Press:
- 13 August 2021, pp. S508-S509
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Neurocognitive functions in children and adolescents with different enthusiasm for video games
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- European Psychiatry / Volume 64 / Issue S1 / April 2021
- Published online by Cambridge University Press:
- 13 August 2021, p. S208
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Conclusion
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- Virtual Play and the Victorian Novel
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- 06 April 2021
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- 15 April 2021, pp 174-178
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Prospective relationships of adolescents’ screen-based sedentary behaviour with depressive symptoms: the Millennium Cohort Study
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- Psychological Medicine / Volume 52 / Issue 15 / November 2022
- Published online by Cambridge University Press:
- 19 February 2021, pp. 3531-3539
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“You Are a True Progressive”: Red Dead Redemption 2 and the Depiction and Reception of Progressive Era Politics
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- The Journal of the Gilded Age and Progressive Era / Volume 20 / Issue 1 / January 2021
- Published online by Cambridge University Press:
- 04 December 2020, pp. 174-193
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- January 2021
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