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Virtual item purchasing patterns in a social game: differences between high and low spenders.

, and . iConference, page 431-432. ACM, (2012)

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Social media and college access., , and . Interactions, 21 (4): 62-65 (2014)Screen-viewing Practices in Social Virtual Reality., , , and . CSCW Companion, page 173-176. ACM, (2018)Virtual item purchasing patterns in a social game: differences between high and low spenders., and . iConference, page 431-432. ACM, (2012)What are Effective Strategies of Handling Harassment on Twitch?: Users' Perspectives., and . CSCW Companion, page 166-170. ACM, (2019)Programming Learners' Perceptions of Interactive Computer Tutors and Human Teachers., , and . Int. J. Emerg. Technol. Learn., 15 (9): 123-142 (2020)Hate Raids on Twitch: Understanding Real-Time Human-Bot Coordinated Attacks in Live Streaming Communities., , , and . CoRR, (2023)Understanding Working from Home Practical Changes and Adaptations During the COVID-19 Pandemic., , , and . CoRR, (2021)Habit as an explanation of participation in an online peer-production community., , , and . CHI, page 2905-2914. ACM, (2012)Social Support in eSports: Building Emotional and Esteem Support from Instrumental Support Interactions in a Highly Competitive Environment., and . CHI PLAY, page 435-447. ACM, (2017)Live Streaming Commerce: Uses and Gratifications Approach to Understanding Consumers' Motivations., and . HICSS, page 1-10. ScholarSpace, (2019)