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Inaugural Editorial: A Lighthouse for Games and Playable Media., , , and . Games Res. Pract., 1 (1): 1:1-1:9 (2023)You are What you Play: The Risks of Identity Fusion in Toxic Gamer Cultures., , and . Games Res. Pract., 1 (2): 17:1-17:3 (2023)The toxicity of our (virtual) cities: Prevalence of dark participation in games and perceived effectiveness of reporting tools., and . HICSS, page 1-10. ScholarSpace, (2022)Attachment style, social skills, and Facebook use amongst adults., , and . Comput. Hum. Behav., 29 (3): 1142-1149 (2013)The Art of Scientific Communication., , , and . CHI PLAY, page 326. ACM, (2022)(A)Social reputation: Exploring the relationship between online video game involvement and social competence., and . Comput. Hum. Behav., 29 (4): 1872-1878 (2013)Harassment of game makers: Prevalence and impact., and . F1000Research, (2022)Culturally justified hate: Prevalence and mental health impact of dark participation in games., , and . HICSS, page 2694-2703. ScholarSpace, (2024)Playing for social comfort: Online video game play as a social accommodator for the insecurely attached., and . Comput. Hum. Behav., (2015)The role of social identity and online social capital on psychosocial outcomes in MMO players., , and . Comput. Hum. Behav., (2017)