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1

Heeter, Carrie, Yu-Hao Lee, Brian Magerko, and Ben Medler. "Impacts of Forced Serious Game Play on Vulnerable Subgroups." International Journal of Gaming and Computer-Mediated Simulations 3, no. 3 (2011): 34–53. http://dx.doi.org/10.4018/jgcms.2011070103.

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Three vulnerable subgroups of players (non-gamers, resistant players, and females) were studied to understand how each approaches and plays serious games. The authors explore forced (required) play using four different online casual games. Their research strongly suggests that the most important threat to a serious game’s impact is when players dislike the game. Serious games are less effective for players who dislike a game and most effective for those who like the game. Non-gamers were at a distinct disadvantage as far as gameplay performance. They experienced a more negative effect in two o
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2

Plothe, Theo. "Bearded Dragons at Play." Exchanges: The Interdisciplinary Research Journal 7, no. 3 (2020): 1–13. http://dx.doi.org/10.31273/eirj.v7i3.523.

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Animals have long appeared as the subjects and characters in digital games, but game studies scholars have rarely considered animals as players of digital games. This paper examines the mobile digital game Ant Smasher and YouTube videos of bearded dragons playing the game. This article advocates for the inclusion of these bearded dragons in gamerspace as not only a personification of the gamer within the space but as a conduit for play, a channel for gamers to breach the boundaries of gamerspace – the cultural and discursive space surrounding digital games that negotiates the relationship betw
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3

Argento, Amanda, Devin Mill, Victoria Carmichael, Jessica Mettler, and Nancy Heath. "Gamers and Video Games Users: What’s the Difference?" Journal of Interpersonal Relations, Intergroup Relations and Identity 10 (2017): 59–69. http://dx.doi.org/10.33921/cnsq2631.

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The term “gamer” is commonly used to refer to individuals who play video games frequently. However, building on Self- Determination theory (SDT) and the Dualistic Model of Passion (DMP), we argue that it may be more theoretically and practically useful to operationalize individuals as “gamers” versus “non- gamers” based on their identification and passion for gaming rather than based on how frequently individuals play video games. Thus, the purpose of the present study is to compare four groups, those who identify as gamers or non-gamers with those who have frequent use or not, on independent
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4

Peterson, Ivars. "Games Mathematicians Play." Science News 130, no. 12 (1986): 186. http://dx.doi.org/10.2307/3971136.

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5

Riddell, Cecilia. "Play-Party Games." Music Educators Journal 84, no. 3 (1997): 9. http://dx.doi.org/10.2307/3399048.

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6

Kaplan, Carter. "Games Critics Play." SubStance 25, no. 3 (1996): 56. http://dx.doi.org/10.2307/3684866.

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7

Pugh, Anthony Cheal, Peter Hutchinson, and Linda Hutcheon. "Games Authors Play." Poetics Today 7, no. 3 (1986): 577. http://dx.doi.org/10.2307/1772517.

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8

VerBruggen, Robert. "Games People Play." Academic Questions 25, no. 4 (2012): 552–60. http://dx.doi.org/10.1007/s12129-012-9324-5.

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9

Lenski, R. E., and G. J. Velicer. "Games Microbes Play." Selection 1, no. 1-3 (2001): 89–96. http://dx.doi.org/10.1556/select.1.2000.1-3.9.

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10

Shustov, Dmitri I., Olga D. Tuchina, and Tatiana V. Agibalova. "Games Abstainers Play." Transactional Analysis Journal 48, no. 1 (2017): 43–58. http://dx.doi.org/10.1080/03621537.2018.1397970.

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11

Osborne, John, and Peter Hutchinson. "Games Authors Play." Modern Language Review 80, no. 3 (1985): 676. http://dx.doi.org/10.2307/3729295.

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12

Carr, Mary M. "Games Students Play." Community & Junior College Libraries 14, no. 1 (2007): 1–2. http://dx.doi.org/10.1300/j107v14n01_01.

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13

East, Paul. "Games People Play." Tropical Doctor 31, no. 3 (2001): 129. http://dx.doi.org/10.1177/004947550103100301.

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14

Bencivenga, Ermanno. "PLAY AND GAMES." Common Knowledge 21, no. 3 (2015): 379–89. http://dx.doi.org/10.1215/0961754x-3130895.

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15

Archer, M. "Games People Play." BMJ 338, jun19 2 (2009): b2478. http://dx.doi.org/10.1136/bmj.b2478.

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16

Le Mière, Christian. "Games Countries Play." Survival 54, no. 5 (2012): 250–56. http://dx.doi.org/10.1080/00396338.2012.728357.

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17

Mitchell, Patrick. "Games surgeons play." British Journal of Neurosurgery 33, no. 5 (2019): 479–80. http://dx.doi.org/10.1080/02688697.2019.1669886.

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18

Jukes, Thomas H. "Games people play." Nature 379, no. 6562 (1996): 202. http://dx.doi.org/10.1038/379202c0.

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19

Tanguay, Peter E. "Games Infants Play." Journal of the American Academy of Child & Adolescent Psychiatry 28, no. 1 (1989): 19. http://dx.doi.org/10.1097/00004583-198901000-00002.

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20

Scott, Marcia. "Games Infants Play." Journal of the American Academy of Child & Adolescent Psychiatry 28, no. 4 (1989): 623. http://dx.doi.org/10.1097/00004583-198907000-00033.

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21

Bremer, Peter. "Games People Play." Reference Librarian 58, no. 3 (2017): 202–5. http://dx.doi.org/10.1080/02763877.2017.1320699.

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22

Kaminski, Marek M. "Games Prisoners Play." Rationality and Society 15, no. 2 (2003): 188–217. http://dx.doi.org/10.1177/1043463103015002002.

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23

McCoy, Nicole Haynes, and Pradyumna Amatya. "Games People Play." Rangelands 27, no. 6 (2005): 8–14. http://dx.doi.org/10.2111/1551-501x(2005)27.6[8:gpp]2.0.co;2.

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24

ROBERTS, JOAN D. "GAMES NURSES PLAY." AJN, American Journal of Nursing 86, no. 7 (1986): 848–50. http://dx.doi.org/10.1097/00000446-198607000-00046.

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25

ROBERTS, JOAN D. "GAMES NURSES PLAY." AJN, American Journal of Nursing 86, no. 9 (1986): 1041–50. http://dx.doi.org/10.1097/00000446-198609000-00029.

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26

ROBERTS, JOAN D. "GAMES NURSES PLAY." AJN, American Journal of Nursing 86, no. 10 (1986): 1101–2. http://dx.doi.org/10.1097/00000446-198610000-00009.

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27

ROBERTS, JOAN D. "GAMES NURSES PLAY." AJN, American Journal of Nursing 86, no. 10 (1986): 1101–2. http://dx.doi.org/10.1097/00000446-198686100-00009.

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28

&NA;. "Games Nurses Play." AJN, American Journal of Nursing 90, no. 5 (1990): 28F. http://dx.doi.org/10.1097/00000446-199005000-00033.

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29

Hviid, M. "Games lawyers play?" Oxford Journal of Legal Studies 17, no. 4 (1997): 705–25. http://dx.doi.org/10.1093/ojls/17.4.705.

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30

Golumbia, David. "Games Without Play." New Literary History 40, no. 1 (2009): 179–204. http://dx.doi.org/10.1353/nlh.0.0077.

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31

Winter, George. "Let's play games." British Journal of Neuroscience Nursing 3, no. 6 (2007): 289. http://dx.doi.org/10.12968/bjnn.2007.3.6.23720.

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32

Voss, Bristol, and Michael Winkleman. "GAMES STRATEGISTS PLAY." Journal of Business Strategy 14, no. 6 (1993): 37–41. http://dx.doi.org/10.1108/eb039600.

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33

Macedonia, M. "Games soldiers play." IEEE Spectrum 39, no. 3 (2002): 32–37. http://dx.doi.org/10.1109/6.988702.

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34

Bellinson, Jill. "Games Children Play." Child and Adolescent Psychiatric Clinics of North America 22, no. 2 (2013): 283–93. http://dx.doi.org/10.1016/j.chc.2012.12.003.

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35

Delemeester, Greg, and Jurgen Brauer. "Games Economists Play: Noncomputerized Classroom Games." Journal of Economic Education 31, no. 4 (2000): 406. http://dx.doi.org/10.1080/00220480009596459.

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36

Delemeester, Greg, and Jurgen Brauer. "Games Economists Play: Noncomputerized Classroom Games." Journal of Economic Education 31, no. 4 (2000): 406. http://dx.doi.org/10.2307/1183155.

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37

Ask, Kristine, Ingvild Kvale Sørenssen, and Stine Thordarson Moltubakk. "The struggle and enrichment of play: Domestications and overflows in the everyday life of gamer parents." Nordicom Review 42, s4 (2021): 107–23. http://dx.doi.org/10.2478/nor-2021-0044.

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Abstract Gaming is a frequent source of conflict for families. Research on parents and gaming has identified a lack of gaming-related expertise, a general devaluation or fear of play, and authoritative and restrictive parenting styles as key sources of conflict. What happens when these deficits are addressed? What does mediation look like when parents are expert gamers, enjoy play, and encourage play for their children? Based on qualitative interviews with 29 parents who identify as gamers, we explore how gamer parents domesticate games. To explore the work of stabilising gaming as a wholesome
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38

Angeli, Daniela De, Daniel J. Finnegan, Lee Scott, and Eamonn O’neill. "Unsettling Play." Journal on Computing and Cultural Heritage 14, no. 2 (2021): 1–25. http://dx.doi.org/10.1145/3431925.

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In this article, we propose Agonistic Games (AGs) as a serious games subcategory that can stimulate critical reflection on topics of dark heritage through multiperspectivity and unsettling play. We first discuss the emerging topic of agonism in memory studies, and then how games can be used to support its objectives. We then discuss the development of two original AGs: Endless Blitz and Umschlagplatz ’43. We explore whether these two AGs were perceived as capable of stimulating critical reflection by collecting data from visitors to the exhibition “Krieg. Macht. Sinn” at the Ruhr Museum in Ger
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39

Ćwil, Małgorzata, and William T. Howe. "Cross-Cultural Analysis of Gamer Identity: A Comparison of the United States and Poland." Simulation & Gaming 51, no. 6 (2020): 785–801. http://dx.doi.org/10.1177/1046878120945735.

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Who is a gamer? What kind of people are perceived to be gamers? And finally – who perceives themselves as a gamer? In this article the authors attempt to answer these three questions from a multinational perspective. Background. Games are nowadays one of the most frequently encountered forms of entertainment and constitute an ever-increasing part of many people’s day-to-day lives. With the rising popularity of video games, there is a need to conduct a research concerning gamer identity and to find out who perceives themselves as a gamer. The aim of this study is to compare the results of the s
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40

Thomsen, Dietrick E. "Commentary: Games Physicists Play." Science News 133, no. 10 (1988): 156. http://dx.doi.org/10.2307/3972438.

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41

Bocking, Stephen. "The Games Cities Play." Journal of Canadian Studies 36, no. 2 (2001): 5–7. http://dx.doi.org/10.3138/jcs.36.2.5.

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42

Truscheit, Anke, and Christoph Otte. "Sustainable Games People Play." Greener Management International 2004, no. 48 (2004): 51–56. http://dx.doi.org/10.9774/gleaf.3062.2004.wi.00007.

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43

Padak, Nancy, and Timothy Rasinski. "The Games Children Play." Reading Teacher 62, no. 4 (2008): 363–65. http://dx.doi.org/10.1598/rt.62.4.11.

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44

Mudambi, Susan McDowell. "The games retailers play." Journal of Marketing Management 12, no. 8 (1996): 695–706. http://dx.doi.org/10.1080/0267257x.1996.9964447.

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45

Hill, Steven. "Electoral Games People Play." American Scientist 96, no. 6 (2008): 508. http://dx.doi.org/10.1511/2008.75.508.

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46

WILSON, TONY. "The games people play." Journal of International Communication 2, no. 2 (1995): 24–39. http://dx.doi.org/10.1080/13216597.1995.9751812.

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47

Hassan, Lobna. "Governments Should Play Games." Simulation & Gaming 48, no. 2 (2016): 249–67. http://dx.doi.org/10.1177/1046878116683581.

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Background.Gamification is concerned with the utilization of motivational affordances that create value-adding experience in the design of services. It has many applications in different fields and has been shown to be a good design methodology to influence motivation and behavioral change. Civic engagement and its online platforms could benefit from gamification, as these areas suffer from low engagement levels, thus defeating the purpose for which they are created. Purpose. There is a lack of understanding of how civic engagement platforms should be gamified to sustain active engagement and
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48

Smith, John Maynard. "The games lizards play." Nature 380, no. 6571 (1996): 198–99. http://dx.doi.org/10.1038/380198a0.

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49

PEDERSEN, WILLY. "Drinking games adolescents play." Addiction 85, no. 11 (1990): 1483–90. http://dx.doi.org/10.1111/j.1360-0443.1990.tb01632.x.

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50

Zinkernagel, Rolf M., and Hans Hengartner. "Games that viruses play." Nature 354, no. 6353 (1991): 433–34. http://dx.doi.org/10.1038/354433a0.

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