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Gender and Computer Games: Exploring Females' Dislikes.

, and . J. Comput. Mediat. Commun., 11 (4): 910-931 (2006)

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Gender and Computer Games: Exploring Females' Dislikes., and . J. Comput. Mediat. Commun., 11 (4): 910-931 (2006)Interview with Dr. Frank Biocca, Ameritech Professor of Telecommunication, Information and Media at Michigan State University, Director of M.I.N.D. Labs.. Zeitschrift für Medienpsychologie, 14 (3): 139-141 (2002)The Role of Health Anxiety in Online Health Information Search., and . Cyberpsy., Behavior, and Soc. Networking, 14 (10): 613-618 (2011)Let's complete! Wer nutzt den sozialen Wettbewerb in Computerspielen?. Die Computerspieler. Studien zur Nutzung von Computergames, Verlag für Sozialwissenschaften, Wiesbaden, (2008)Virtually Bad: A Study on Virtual Agents that Physically Threaten Human Beings., , , , , and . AAMAS, page 1258-1266. International Foundation for Autonomous Agents and Multiagent Systems Richland, SC, USA / ACM, (2018)Feelings of presence and perceived social support in social virtual reality platforms., , and . Comput. Hum. Behav., (2023)The Spatial Presence Experience Scale (SPES)., , , , , , , , , and 2 other author(s). J. Media Psychol. Theor. Methods Appl., 28 (1): 1-15 (2016)Positive Parasocial Relationships with Drivers Affect Suspense in Racing Sport Spectators., , and . J. Media Psychol. Theor. Methods Appl., 20 (1): 24-34 (2008)What Determines Video Game Use?, , and . J. Media Psychol. Theor. Methods Appl., 24 (1): 19-30 (2012)Explaining the enjoyment of playing video games: the role of competition., , and . ICEC, Carnegie Mellon University, (2003)