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1

Henning, Michi. "Massively Multiplayer Middleware." Queue 1, no. 10 (2004): 38–45. http://dx.doi.org/10.1145/971564.971591.

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2

Stern, Eddo. "Massively Multiplayer Machinima Mikusuto." Journal of Visual Culture 10, no. 1 (2011): 42–50. http://dx.doi.org/10.1177/1470412910391556.

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3

Godwod, Peter. "Massively Multiplayer Game-based Education." Journal of Modern Science 40, no. 1 (2019): 271–84. http://dx.doi.org/10.13166/jms/108947.

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4

Achterbosch, Leigh, Robyn Pierce, and Gregory Simmons. "Massively multiplayer online role-playing games." Computers in Entertainment 5, no. 4 (2008): 1–33. http://dx.doi.org/10.1145/1324198.1324207.

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5

Tychsen, A., and M. Hitchens. "Game Time: Modeling and Analyzing Time in Multiplayer and Massively Multiplayer Games." Games and Culture 4, no. 2 (2008): 170–201. http://dx.doi.org/10.1177/1555412008325479.

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6

Denault, Alexandre, and Jorg Kienzle. "Journey: A Massively Multiplayer Online Game Middleware." IEEE Software 28, no. 5 (2011): 38–44. http://dx.doi.org/10.1109/ms.2011.88.

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7

Haris, Darius Andana, Viny Christanti Mawardi, and Davin Pratama. "PERANCANGAN MASSIVELY MULTIPLAYER ONLINE KNIGHTS FANTASY ONLINE." Computatio : Journal of Computer Science and Information Systems 1, no. 1 (2017): 34. http://dx.doi.org/10.24912/computatio.v1i1.239.

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Knights Fantasy Online adalah game online multiplayer dengan genre role-playing. Game ini dibuat menggunakan ActionScript 3.0 dengan Adobe Flash sebagai sisi klien dan Java sebagai servernya. Desain dari game ini dibuat dengan Adobe illustrator. Dalam game ini, pemain memulai petualangannya di dunia bernama Edenia, sebagai ksatria dari kerajaan yang bernama Aurum. Pemain bertugas mengkontrol jumlah populasi monster. Pemain dapat mengambil quest, mengumpulkan equipment dan meningkatkan ability karakternya.
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8

Tsun-Yu Hsiao and Shyan-Ming Yuan. "Practical Middleware for Massively Multiplayer Online Games." IEEE Internet Computing 9, no. 5 (2005): 47–54. http://dx.doi.org/10.1109/mic.2005.106.

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9

Webber, Nick. "Law, culture and massively multiplayer online games." International Review of Law, Computers & Technology 28, no. 1 (2014): 45–59. http://dx.doi.org/10.1080/13600869.2013.869919.

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10

Martin, Crystle, and Constance Steinkuehler. "Collective Information Literacy in Massively Multiplayer Online Games." E-Learning and Digital Media 7, no. 4 (2010): 355–65. http://dx.doi.org/10.2304/elea.2010.7.4.355.

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11

TAKADA, Keisuke. "Ethnography of Massively Multiplayer Online Role-playing Games." Japanese Sociological Review 69, no. 4 (2019): 434–52. http://dx.doi.org/10.4057/jsr.69.434.

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12

Nae, Vlad, Alexandru Iosup, and Radu Prodan. "Dynamic Resource Provisioning in Massively Multiplayer Online Games." IEEE Transactions on Parallel and Distributed Systems 22, no. 3 (2011): 380–95. http://dx.doi.org/10.1109/tpds.2010.82.

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13

Mine, Mark R., Joe Shochet, and Roger Hughston. "Building a massively multiplayer game for the million." Computers in Entertainment 1, no. 1 (2003): 1–20. http://dx.doi.org/10.1145/950566.950589.

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14

Zhao, Jinjing. "L2 Languaging in a Massively Multiplayer Online Game." International Journal of Computer-Assisted Language Learning and Teaching 6, no. 4 (2016): 1–17. http://dx.doi.org/10.4018/ijcallt.2016100101.

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This paper examines L2 learner variations in the context of massively multiplayer online games (MMOGs). MMOGs have gained much attention among CALL researchers because this particular game genre is perceived to promote informal, contextualized interaction in a learner's target language, including interaction with native speakers. However, there is little research on differences between L2 learners in terms of how they engage in language learning and use in the context of gameplay. Drawing on data from questionnaires, interviews, gaming sessions, and gaming journals, this paper argues that affordances of MMOGs must be understood in relation to the learner's history, ability, and preference within the social context of game play; L2 learners engage with various game discourses that align with their preferences of game play and goals of language learning. In closing, the paper discusses procedural challenges in conducting research on MMOGs and similar gaming contexts.
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15

Edgar, Andrew. "Personal identity and the massively multiplayer online world." Sport, Ethics and Philosophy 10, no. 1 (2016): 51–66. http://dx.doi.org/10.1080/17511321.2016.1168478.

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16

Jiang, Jehn-Ruey, Jih-Wei Wu, Chi-Wen Fan, and Jie-Yi Wu. "Immersive voice communication for massively multiplayer online games." Peer-to-Peer Networking and Applications 9, no. 1 (2014): 54–66. http://dx.doi.org/10.1007/s12083-014-0312-0.

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17

Warner, Dorothy E., and Mike Raiter. "Social Context in Massively-Multiplayer Online Games (MMOGs):." International Review of Information Ethics 4 (December 1, 2005): 46–52. http://dx.doi.org/10.29173/irie172.

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Computer and video games have become nearly ubiquitous among individuals in industrialized nations, and they have received increasing attention from researchers across many areas of scientific study. However, relatively little attention has been given to Massively-Multiplayer Online Games (MMOGs). The unique social context of MMOGs raises ethical questions about how communication occurs and how conflict is managed in the game world. In order to explore these questions, we compare the social context in Blizzard’s World of Warcraft and Disney’s Toontown, focusing on griefing opportunities in each game. We consider ethical questions from the perspectives of players, game companies, and policymakers.
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18

Marinova, T. Y., and O. V. Zaretskaya. "Social Psychological Aspects of Addiction to Massively Multiplayer Online Role-Playing Games." Social Psychology and Society 6, no. 3 (2015): 109–19. http://dx.doi.org/10.17759/sps.2015060308.

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The paper addresses the issue of how massively multiplayer online role¬playing games (MMORPG) affect the behavior of players. Basing on a series of research, the paper analyzes how massively multiplayer online role¬playing games are created and highlights their specifics that possibly contribute to the development of psychological addiction to such games. The authors describe the outcomes of their own research on motivation in persons with gaming addiction aged 18 and up, with over 1 year of gaming experience. These out-comes suggest that current traditional criteria developed for assessing gaming addiction cannot be applied to this particular form of addictive behavior.
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19

Lober, Andreas, and Timo Conraths. "Cheat software – ‘doping’ in online games." Interactive Entertainment Law Review 2, no. 2 (2019): 78–83. http://dx.doi.org/10.4337/ielr.2019.02.03.

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This article considers the legal issues surrounding the use of cheat software in online games, especially with reference to those games featuring significant online multiplayer functionality, such as massively multiplayer online games. Given the propensity of cheat software to ruin the gaming experience of bona fide players in such multiplayer settings, potentially resulting in significant economic and reputational losses for game publishers, the article evaluates the methods which may be employed by the game publisher to restrict the development, distribution and use of cheat software by the latter's developers, publishers and users. Using provisions of trademark, copyright and competition law, the authors examine the tools available to game publishers to stifle the spread of cheat software and maintain a fair playing field within their online multiplayer games.
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20

Bozcan, Selçuk, and Veysi İşler. "Network modeling and simulation of massively multiplayer online games." SIMULATION 88, no. 8 (2011): 908–20. http://dx.doi.org/10.1177/0037549711423283.

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21

Yahyavi, Amir, and Bettina Kemme. "Peer-to-peer architectures for massively multiplayer online games." ACM Computing Surveys 46, no. 1 (2013): 1–51. http://dx.doi.org/10.1145/2522968.2522977.

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22

Symborski, Carl. "Scalable User Content Distribution for Massively Multiplayer Online Worlds." Computer 41, no. 9 (2008): 38–44. http://dx.doi.org/10.1109/mc.2008.397.

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23

Mitterhofer, Stefan, Christopher Kruegel, Engin Kirda, and Christian Platzer. "Server-Side Bot Detection in Massively Multiplayer Online Games." IEEE Security & Privacy Magazine 7, no. 3 (2009): 29–36. http://dx.doi.org/10.1109/msp.2009.78.

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24

Cole, Helena, and Mark D. Griffiths. "Social Interactions in Massively Multiplayer Online Role-Playing Gamers." CyberPsychology & Behavior 10, no. 4 (2007): 575–83. http://dx.doi.org/10.1089/cpb.2007.9988.

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25

Susilo, Willy, Yang Wai Chow, and Rungrat Wiangsripanawan. "Protecting peer-to-peer-based massively multiplayer online games." International Journal of Computational Science and Engineering 10, no. 3 (2015): 293. http://dx.doi.org/10.1504/ijcse.2015.068837.

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26

Azman, Hazita, and Nurul Farhana Dollsaid. "Applying Massively Multiplayer Online Games (MMOGs) in EFL Teaching." Arab World English Journal 9, no. 4 (2018): 3–18. http://dx.doi.org/10.24093/awej/vol9no4.1.

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27

O'Connor, Debra L., and Ellen S. Menaker. "Can massively multiplayer online gaming environments support team training?" Performance Improvement Quarterly 21, no. 3 (2008): 23–41. http://dx.doi.org/10.1002/piq.20029.

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28

Lee, Zach W. Y., Christy M. K. Cheung, and Tommy K. H. Chan. "Massively multiplayer online game addiction: Instrument development and validation." Information & Management 52, no. 4 (2015): 413–30. http://dx.doi.org/10.1016/j.im.2015.01.006.

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29

Bezerra, Carlos Eduardo Benevides, and Cláudio Fernando Resin Geyer. "A load balancing scheme for massively multiplayer online games." Multimedia Tools and Applications 45, no. 1-3 (2009): 263–89. http://dx.doi.org/10.1007/s11042-009-0302-z.

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30

Zad, Damon Daylamani, Marios C. Angelides, and Harry Agius. "Personalise your massively multiplayer online game (MMOG) with Artemis." Multimedia Systems 18, no. 1 (2011): 69–94. http://dx.doi.org/10.1007/s00530-011-0237-x.

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31

SONG, RONGGONG, LARRY KORBA, GEORGE YEE, and YING-CHIEH CHEN. "PROTECT VIRTUAL PROPERTY IN ONLINE GAMING SYSTEM." International Journal of Software Engineering and Knowledge Engineering 17, no. 04 (2007): 483–96. http://dx.doi.org/10.1142/s0218194007003367.

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Massively multiplayer role-playing gaming (MMORPG) has become a very popular entertainment in Asia. Along with the success of the massively multiplayer role-playing gaming industry in Asia, online gaming-related crimes have grown at an amazing rate. Most of the criminal cases are related to virtual properties since markets have developed for the virtual properties giving them real world values. There has been little research and resulting technologies for MMORPG virtual property protection. In order to reduce the crimes and protect online gaming systems, one potential solution is protecting the virtual properties in online gaming systems. In this paper, we propose a virtual property management language to meter the use of virtual property. The language provides a framework for managing the use of virtual properties and recording the history of transactions to trace the life of virtual properties.
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32

Ma, Minhua, and Andreas Oikonomou. "Network Architectures and Data Management for Massively Multiplayer Online Games." International Journal of Grid and High Performance Computing 2, no. 4 (2010): 40–50. http://dx.doi.org/10.4018/jghpc.2010100104.

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Current-generation Massively Multiplayer Online Games (MMOG), such as World of Warcraft, Eve Online, and Second Life are mainly built on distributed client-server architectures with server allocation based on sharding, static geographical partitioning, dynamic micro-cell scheme, or optimal server for placing a virtual region according to the geographical dispersion of players. This paper reviews various approaches on data replication and region partitioning. Management of areas of interest (field of vision) is discussed, which reduces processing load dramatically by updating players only with those events that occur within their area of interest. This can be managed either through static geographical partitioning on the basis of the assumption that players in one region do not see/interact with players in other regions, or behavioural modelling based on players’ behaviours. The authors investigate data storage and synchronisation methods for MMOG databases, mainly on relational databases. Several attempts of peer to peer (P2P) architectures and protocols for MMOGs are reviewed, and critical issues such as cheat prevention on P2P MMOGs are highlighted.
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33

Steinkuehler, Constance. "Massively Multiplayer Online Gaming as a Constellation of Literacy Practices." E-Learning and Digital Media 4, no. 3 (2007): 297–318. http://dx.doi.org/10.2304/elea.2007.4.3.297.

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The claim that video games are replacing literacy activities that is bandied about in the American mainstream press is based not only on unspecified definitions of both ‘games' and ‘literacy’ but also on a surprising lack of research on what children actually do when they play video games. In this article, the author examines some of the practices that comprise game play in the context of one genre of video games in particular — massively multiplayer online games (MMOGs). Based on data culled from a two-year online cognitive ethnography of the MMOG Lineage (both I and II), the author argues that forms of video game play such as those entailed in MMOGs are not replacing literacy activities but rather are literacy activities. In order to make this argument, the author surveys the literacy practices that MMOGamers routinely participate in, both within the game's virtual world (e.g. social interaction, in-game letters) and beyond (e.g. online game forums, the creation of fan sites and fan fiction). Then, with this argument in place, she attempts to historicize this popular contempt toward electronic ‘pop culture’ media such as video games and suggest a potentially more productive (and accurate) framing of the literacy practices of today's generation of adolescents and young adults.
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34

Putzke, Johannes, Kai Fischbach, Detlef Schoder, and Peter Gloor. "The Evolution of Interaction Networks in Massively Multiplayer Online Games." Journal of the Association for Information Systems 11, no. 2 (2010): 69–94. http://dx.doi.org/10.17705/1jais.00221.

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35

Nagygyörgy, Katalin, Róbert Urbán, Judit Farkas, et al. "Typology and Sociodemographic Characteristics of Massively Multiplayer Online Game Players." International Journal of Human-Computer Interaction 29, no. 3 (2013): 192–200. http://dx.doi.org/10.1080/10447318.2012.702636.

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36

Vaz Salles, Marcos, Tuan Cao, Benjamin Sowell, et al. "An evaluation of checkpoint recovery for massively multiplayer online games." Proceedings of the VLDB Endowment 2, no. 1 (2009): 1258–69. http://dx.doi.org/10.14778/1687627.1687769.

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37

Chen, Anderson, Sundus Mari, Sabina Grech, and James Levitt. "What We Know About Massively Multiplayer Online Role-Playing Games." Harvard Review of Psychiatry 28, no. 2 (2020): 107–12. http://dx.doi.org/10.1097/hrp.0000000000000247.

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38

Childress, Marcus D., and Ray Braswell. "Using Massively Multiplayer Online Role‐Playing Games for Online Learning." Distance Education 27, no. 2 (2006): 187–96. http://dx.doi.org/10.1080/01587910600789522.

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39

Fan, Lu, Phil Trinder, and Hamish Taylor. "Design issues for Peer-to-Peer Massively Multiplayer Online Games." International Journal of Advanced Media and Communication 4, no. 2 (2010): 108. http://dx.doi.org/10.1504/ijamc.2010.032138.

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40

Barnett, Jane, and Mark Coulson. "Virtually Real: A Psychological Perspective on Massively Multiplayer Online Games." Review of General Psychology 14, no. 2 (2010): 167–79. http://dx.doi.org/10.1037/a0019442.

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Massively multiplayer games (MMOs) are immersive virtual three-dimensional fantasy worlds in which people cooperate and compete with each other, as well as with the computer-generated denizens of that particular game world. Although typically seen as games, their strong social aspect suggests that they are a form of online communication tool, with which players interact to form friendships, create communities, and work together to accomplish a variety of goals. After an introduction to MMOs, this review explores how social aspects of the game imitate the real world in terms of choices that players make when interacting with others. Furthermore, player-to-player interactions are examined in terms of in-game group formation and how efficient communication is imperative for goal achievement. The review also explores how leadership skills learned in-game may be transferred to real-world scenarios. The reasons why people play MMOs are examined in terms of player motivations and how aspects of game play may have both positive and negative consequences for a player's well-being. The latter half of the review describes how MMOs are used as afterschool virtual teaching environments where students can use aspects of game play to learn, for example, leadership qualities. The review concludes with recommendations for using MMOs as virtual laboratories to explore aspects of human behavior.
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41

Chen, Chien-Hsun, Chuen-Tsai Sun, and Jilung Hsieh. "Player Guild Dynamics and Evolution in Massively Multiplayer Online Games." CyberPsychology & Behavior 11, no. 3 (2008): 293–301. http://dx.doi.org/10.1089/cpb.2007.0066.

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42

Patro, Ashish, Shravan Rayanchu, Michael Griepentrog, Yadi Ma, and Suman Banerjee. "The anatomy of a large mobile massively multiplayer online game." ACM SIGCOMM Computer Communication Review 42, no. 4 (2012): 479–84. http://dx.doi.org/10.1145/2377677.2377769.

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43

Steinkuehler, Constance A. "Massively Multiplayer Online Video Gaming as Participation in a Discourse." Mind, Culture, and Activity 13, no. 1 (2006): 38–52. http://dx.doi.org/10.1207/s15327884mca1301_4.

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44

Gomes, Abel J. P., and Edmond Prakash. "Guest Editor’s Introduction: Massively Multiplayer Online Games Technologies and Applications." IEEE Transactions on Emerging Topics in Computing 3, no. 2 (2015): 258–59. http://dx.doi.org/10.1109/tetc.2015.2426031.

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45

Ye, M., and L. Cheng. "System-performance modeling for massively multiplayer online role-playing games." IBM Systems Journal 45, no. 1 (2006): 45–48. http://dx.doi.org/10.1147/sj.451.0045.

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46

Prodan, Radu, and Alexandru Iosup. "Operation analysis of massively multiplayer online games on unreliable resources." Peer-to-Peer Networking and Applications 9, no. 6 (2015): 1145–61. http://dx.doi.org/10.1007/s12083-015-0383-6.

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47

Araya, Roberto, Abelino Jiménez, Manuel Bahamondez, Patricio Calfucura, Pablo Dartnell, and Jorge Soto-Andrade. "Teaching modeling skills using a massively multiplayer online mathematics game." World Wide Web 17, no. 2 (2012): 213–27. http://dx.doi.org/10.1007/s11280-012-0173-5.

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48

Johnston, Hannah, and Anthony Whitehead. "Pose presentation for a dance-based massively multiplayer online exergame." Entertainment Computing 2, no. 2 (2011): 89–96. http://dx.doi.org/10.1016/j.entcom.2010.12.007.

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49

Nae, Vlad, Radu Prodan, and Alexandru Iosup. "SLA-based operations of massively multiplayer online games in clouds." Multimedia Systems 20, no. 5 (2014): 521–44. http://dx.doi.org/10.1007/s00530-013-0352-y.

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50

Machfiroh, Runik, Aris Rahmansyah, and Arief Budiman. "The Effect of Massively Multiplayer Online Game on Player Behaviour." Journal of Physics: Conference Series 1764, no. 1 (2021): 012081. http://dx.doi.org/10.1088/1742-6596/1764/1/012081.

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