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Multimodality and Interactivity: Connecting Properties of Serious Games with Educational Outcomes., , , , и . Cyberpsy., Behavior, and Soc. Networking, 12 (6): 691-697 (2009)Do Men Advance Faster Than Women? Debunking the Gender Performance Gap in Two Massively Multiplayer Online Games., , , и . J. Comput. Mediat. Commun., 21 (4): 312-329 (2016)Unpacking Time Online: Connecting Internet and Massively Multiplayer Online Game Use With Psychosocial Well-Being., и . Communication Research, 38 (1): 123-149 (2011)Fake images: The effects of source, intermediary, and digital media literacy on contextual assessment of image credibility online., , , , , и . New Media Soc., (2019)Social Live-Streaming Use & Well-being: Examining Participation, Financial Commitment, Social Capital, and Psychological Well-being on Twitch.tv., и . CoRR, (2022)One Size Fits All: Context Collapse, Self-Presentation Strategies and Language Styles on Facebook., , , , , и . J. Comput. Mediat. Commun., 23 (3): 127-145 (2018)Grouping game players using parallelized k-means on supercomputers., , , и . XSEDE, стр. 10:1-10:7. ACM, (2015)Who would respond to A troll? A social network analysis of reactions to trolls in online communities., и . Comput. Hum. Behav., (2021)Viral vitriol: Predictors and contagion of online toxicity in World of Tanks., , , , , и . Comput. Hum. Behav., (2020)Social capital, coplaying patterns, and health disruptions: A survey of Massively Multiplayer Online Game participants in China., и . Comput. Hum. Behav., (2015)