Academic literature on the topic 'Threats from computer games'

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Journal articles on the topic "Threats from computer games"

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Palilingan, Verry Ronny, Reski M. Rorong, Undap E. B. Yeremia, and Gerry T. Tambaani. "A Survey Student Behaviors Computer Security: Evidence from University." International Journal of Information Technology and Education 1, no. 2 (2022): 99–102. http://dx.doi.org/10.62711/ijite.v1i2.47.

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In lectures, of course, students definitely need a computer, whether it's to make assignments or to play games. Therefore, in using computers, students must maintain computer security from threats that can damage a system on a computer. The purpose of the study was to determine student behavior in maintaining computer security from existing threats. The results of the study were taken from a sample of students in the PTIK Department at UNIMA. The results of this study indicate that 91.3% of respondents stated that their computer system had an error and 8.7% of respondents stated that their com
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Gundry, David, and Sebastian Deterding. "Validity Threats in Quantitative Data Collection With Games: A Narrative Survey." Simulation & Gaming 50, no. 3 (2018): 302–28. http://dx.doi.org/10.1177/1046878118805515.

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Background. Games are increasingly used to collect scientific data. Some suggest that game features like high cognitive load may limit the inferences we can draw from such data, yet no systematic overview exists of potential validity threats of game-based methods. Aim. We present a narrative survey of documented and potential threats to validity in using games for quantitative data collection. Method. We combined an unsystematic bottom-up literature review with a systematic top-down application of standard validity threat typologies to games to arrive at a systematisation of game-characteristi
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Huhtinen, Aki-Mauri. "From Military Threats to Everyday Fear." International Journal of Cyber Warfare and Terrorism 2, no. 2 (2012): 1–10. http://dx.doi.org/10.4018/ijcwt.2012040101.

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The history of combat is primarily the history of radically changing fields of perception. In other words, war consists not so much of scoring territorial, economic or other material victories but of appropriating the immateriality of perceptual field. The function of the eye has become the function of the weapons (Virilio, 1989; 2009). To understand information age warfare we have to understand the concept of representation as a part of our process of violence. The idea of information warfare or an information operation is based on the process where the physical target is no longer destroyed
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Kao, Chun-Chieh, Chun-Chin Liao, and Yu-Jy Luo. "Threats Posed by Social Media and Computer and Video Games from the Perspective of Sport Education." International Journal of Emerging Technologies in Learning (iJET) 17, no. 06 (2022): 57–72. http://dx.doi.org/10.3991/ijet.v17i06.18989.

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Sedentary behaviors are increasingly common, exerting a heavy financial burden on society and becoming a risk factor for chronic diseases and mor-tality. Taiwan has one of the highest obesity prevalence rates among Asian countries. This cross-sectional study investigated the correlation of socio-demographic characteristics and PE enrollment with the time spent on vari-ous sedentary behaviors. The valid responses of 1,195 Taiwanese university students on a survey were analyzed. They were recruited between May and June 2019 using cluster sampling. The survey inquired into demographic characteris
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Trinkle, Brad S., Robert E. Crossler, and Merrill Warkentin. "I'm Game, are You? Reducing Real-World Security Threats by Managing Employee Activity in Online Social Networks." Journal of Information Systems 28, no. 2 (2014): 307–27. http://dx.doi.org/10.2308/isys-50776.

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ABSTRACT Employees' use of online social networking (OSN) is dramatically increasing the risk exposure of companies. This study extends previous information security policy compliance research to include factors influencing employees to play OSN games on company-owned computers. An online factorial survey method experiment collected data from a sample of white-collar workers for testing hypotheses based upon accountability and boundary theories. The likelihood to play OSN games is tested with and without a policy related to this behavior. Results indicate that the presence of a social networki
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Adam, Adamski*, and Adamska Julia. "Education through Art in the World of Games Computer for Children and Teenagers." International Journal of Clinical and Medical Cases (ISSN:2517-7346) 5, no. 2 (2022): 1–5. https://doi.org/10.31021/IJCMC20225176.

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<strong>Abstract</strong> We live in an information society in which the Internet has become an indispensable medium for work, study, information, and contact. Computer games are an important component of the computerized world; they are an essential part of the lives of millions of young people, including children. Computer entertainment increasingly eliminates other forms of spending free time from everyday life. Access to a computer, the Internet, and, computer games cause younger and younger children to show interest in this form of entertainment [1]. Often in these games, the values of ar
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Karadimce, Aleksandar, and Marija Bukalevska. "Threats Targeting Children on Online Social Networks." WSEAS TRANSACTIONS ON COMPUTERS 22 (December 31, 2022): 13–19. http://dx.doi.org/10.37394/23205.2023.22.3.

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Today, practically everyone has access to the internet and owns some type of digital gadgets, such as a smartphone, laptop, tablet, etc. We live in a digital world where internet use is widespread. Nowadays, a growing number of children have access to the internet via portable electronic devices such as tablets, laptops, and gaming consoles. Online social networks (OSN) have become increasingly popular and are now widely used along with the rise of the internet. A large percentage of children worldwide have profiles on at least one online social networking site. Children register on these plat
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Orak, Dilan, Merve Bakırtaş, and Umay Hasançebi Önder. "Case analysis of the effects of digital violence on children in Turkish Penal Law perspective." JOURNAL OF AWARENESS 9, Özel 2 (2024): 69–85. https://doi.org/10.26809/joa.2519.

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Today's technological developments make children vulnerable to the threats of the virtual world. In recent years, it is noteworthy that there have been reports in the media that violent digital games have led children to crime. For this reason, the study aims to examine the cases that have occurred in the last year by addressing the issue of digital games dragging children to crime and suicide. In the study, first of all, keywords were determined by literature review. Accordingly, the word groups "digital game", "computer game", "game addiction" and "juvenile pushed to crime " were determined.
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Mikolajewska, Izabela, and Agata Mikolajewska. "(Un)safe screen time? Critical theoretical-empirical analysis." International Journal of Pedagogy, Innovation and New Technologies 3, no. 2 (2016): 47–52. http://dx.doi.org/10.5604/01.3001.0009.5099.

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The fundamental source of the reflection make up the theoretical-empirical data referring to a phenomenon, which in the era of technological progress is of particular importance: the phenomenon of screen time. Besides defining the key term screen time refers to all activities done in front of a screen. This includes: using a computer, watching TV, playing video games (Kaneshiro, 2015), the paper provides an overview of research results concerning the opportunities and threats arising from the use of new media, as well as recommendations for education on the need for media literacy among the yo
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Žegunienė, Vaida, and Małgorzata Karczewska. "GLOBAL AND INNOVATIVE TOOLS IN ENGLISH LANGUAGE LEARNING: STRENGTHS OR THREATS?" SOCIETY. INTEGRATION. EDUCATION. Proceedings of the International Scientific Conference 3 (May 25, 2018): 580–93. http://dx.doi.org/10.17770/sie2018vol1.3131.

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The article aims to reveal and present the essence of English language learning/teaching modernization via the innovative and globally used methods or tools. Innovations cannot be created and used without the existence of the traditional methodology and conventional activities. Positive experience in traditional education can be modified integrating global ideas. There are many alternatives in innovative tools usage; teachers and students are not limited with their own decisions and possibilities provided. Still, an important issue exists regarding positive and negative effects of such innovat
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Dissertations / Theses on the topic "Threats from computer games"

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Kubik, Erica. "From girlfriend to gamer negotiating place in the hardcore/casual divide of online video game communities /." Bowling Green, Ohio : Bowling Green State University, 2010. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=bgsu1260391480.

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Boawn, Daniel L. "Cyber counterintelligence, defending the United States' information technology and communications critical infrastructure from Chinese threats." Thesis, Utica College, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=1555786.

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<p>Cyber counterintelligence (CCI) could be the United States' best defense against Chinese cyber aggression of Critical Infrastructure and Key Resources (CIKR). The need to defend CIKR is essential to public safety and national defense. As technology evolves and continues to march towards the inevitable connectedness that brings systems in sync with one another, the United States becomes more vulnerable. Of the 16 total sector specific areas of United States&rsquo; assets, the Communications and Information Technology (IT) sectors are constantly under attack from threats both foreign and dome
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Woodiss-Field, Ashley C. "Evaluating traditional botnet detection applied to contemporary threats from the internet of things." Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 2023. https://ro.ecu.edu.au/theses/2719.

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The Internet of Things (IoT) is a technological concept where many low powered devices are interconnected in order to enhance the services they provide. A botnet is a collection of compromised devices used by a malicious actor to conduct various cyberattacks. Traditional botnets had been typically made-up of ordinary computers. Contemporary botnet threats have been seen to infect IoT devices, leveraging their numerosity, constant operation, and insecurity. This research examined various traditional botnet detection techniques in the literature and aimed to establish their capabilities for IoT-
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Deprette, Manon. "Estimation of player trajectories from context in football games using autoencoders." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-280698.

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ChyronHego tracks a large number of football games. Occasionally there are errors in the tracked positions of the ball or the players. This thesis aims to investigate to what extent vanilla autoencoders, variational autoencoders and conditional variational autoencoders can recognise patterns in the data and thus be used to predict missing data for individual agents’ trajectories in an adversarial multi-agent situation such as a football game. Furthermore, we also implement a multi-agent role alignment technique to order the outfield players in the dataset and use their identity, learnt unsuper
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Songar, Poonam. "Learning Assessment Data Collection from Educational Game Applications." Kent State University / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=kent1353900797.

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Xu, Yushi Ph D. Massachusetts Institute of Technology. "Language technologies in speech-enabled second language learning games : from reading to dialogue." Thesis, Massachusetts Institute of Technology, 2012. http://hdl.handle.net/1721.1/75652.

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Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2012.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (p. 237-244).<br>Second language learning has become an important societal need over the past decades. Given that the number of language teachers is far below demand, computer-aided language learning software is becoming a promising supplement to traditional classroom learning, as well as potentially enabling new opportunities for self-learning. The use of speech technologies is especially attractive
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Leitch, Mitchell R. "One-Handed, Two-Handed, Wii-Handed? The Effects of Different Types of Interfaces on the Ability of Middle-School Students to Learn from Educational Video Games." Ohio : Ohio University, 2008. http://www.ohiolink.edu/etd/view.cgi?ohiou1219441254.

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Perdomo, Patrick. "Grinding from a Player’s and Game Designer’s Point of View." Thesis, Malmö universitet, Institutionen för datavetenskap och medieteknik (DVMT), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-43306.

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Frequently in MMORPGs, players will encounter something known to players as farming or grinding. Grinding is a controversial matter in the gaming community, as many do not enjoy it and see it as a sign of lazy and poor game design. However, it is a difficult topic to argue as whatever is a grind, differs for each person. To elevate the discussion about grinds in the gaming community, this paper aims to give a definition of grinds and answer how they are perceived by players and designers alike. Grinds are argued to be dull, tedious and monotonous, but they are ever prevalent in games today.  T
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Furtner, Anita Lynn. "ENTERTAINING CRISIS: WHAT 21ST CENTURY CORPORATIONS CAN LEARN FROM THE RHETORIC OF CRISIS IN FILM AND COMPUTER GAMES." Diss., The University of Arizona, 2011. http://hdl.handle.net/10150/145449.

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This project aims to discover if there is useful overlap between the recommended rhetorical responses to crises as defined by organizational communication specialists and the rhetorical responses frequently portrayed in various forms of mass media entertainment. Specifically, it investigates the potential effectiveness of these mass mediated crisis portrayals and identifies whether the rhetoric of crisis depicted in them could help inform and educate organizational responders to better communicate internally in crisis scenarios. This research may provide a better understanding of how rhetoric
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Munir, Sundas, and Mirza Sanam Iqbal Baig. "Challenges and Security Aspects of Blockchain Based Online Multiplayer Games​." Thesis, Högskolan i Halmstad, Akademin för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-38771.

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Video gaming has always been a blooming industry. With the emergence of online multi- player video games , this industry’s worth have sky rocketed. Online multiplayer video games store data of player’s credentials, in-game progress, in-game virtual assets and payment details etc. Which mean security threats to these systems are nothing new and securing these games have always meant to protect player’s data from unauthorized breach. Integration of Blockchain technology in online multiplayer video games apart from other amazing features, provides a way to prove digital ownership of virtual asset
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Books on the topic "Threats from computer games"

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Brenner, Susan W. Cybercrime: Criminal threats from cyberspace. Praeger, 2010.

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Brenner, Susan W. Cybercrime: Criminal threats from cyberspace. Praeger, 2010.

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1960-, Cassell Justine, and Jenkins Henry 1958-, eds. From Barbie to Mortal Kombat: Gender and computer games. MIT Press, 2000.

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Jenkins, Henry, and Justine Cassell, eds. From Barbie to Mortal Kombat: Gender and Computer Games. MIT Press, 1998.

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Terry, Borst, ed. Story and simulations for serious games: Tales from the trenches. Elsevier, 2006.

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Rick, Barba, ed. Grand theft auto: Episodes from Liberty City. 3rd ed. DK/BradyGAMES, 2009.

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Younger, Marshal. Escape from the forbidden matrix. Tyndale House Publishers, 2001.

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Lobão, Alexandre Santos. Beginning XNA 2.0 game programming: From novice to professional. Apress, 2008.

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Saltzman, Marc. Game creation and careers: Insider secrets from industry experts. New Riders, 2004.

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A, Bustamante Sergio, and Park Tae Joon, eds. Producing games: From business and budgets to creativity and design. Focal Press, 2010.

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Book chapters on the topic "Threats from computer games"

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Cansever, Derya. "Security Games with Insider Threats." In Lecture Notes in Computer Science. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-64793-3_28.

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Walukiewicz, Igor. "From Logic to Games." In Lecture Notes in Computer Science. Springer Berlin Heidelberg, 2005. http://dx.doi.org/10.1007/11590156_5.

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Levy, David. "Games from the ACM Tournaments." In Computer Chess Compendium. Springer New York, 1988. http://dx.doi.org/10.1007/978-1-4757-1968-0_32.

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Levy, David. "Games from the World Computer Championships." In Computer Chess Compendium. Springer New York, 1988. http://dx.doi.org/10.1007/978-1-4757-1968-0_33.

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Madej, Krystina S. "Children’s Games, from Turtle to Squirtle." In Encyclopedia of Computer Graphics and Games. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-08234-9_103-1.

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Madej, Krystina S. "Children’s Games, from Turtle to Squirtle." In Encyclopedia of Computer Graphics and Games. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-08234-9_103-2.

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Madej, Krystina S. "Children’s Games, from Turtle to Squirtle." In Encyclopedia of Computer Graphics and Games. Springer International Publishing, 2024. http://dx.doi.org/10.1007/978-3-031-23161-2_103.

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Berger, Bernhard J., Karsten Sohr, and Rainer Koschke. "Automatically Extracting Threats from Extended Data Flow Diagrams." In Lecture Notes in Computer Science. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-30806-7_4.

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Richter, Stephan R., Vibhav Vineet, Stefan Roth, and Vladlen Koltun. "Playing for Data: Ground Truth from Computer Games." In Computer Vision – ECCV 2016. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-46475-6_7.

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Tobias, Sigmund, and Dexter Fletcher. "Learning from Computer Games: A Research Review." In Communications in Computer and Information Science. Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-33814-4_2.

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Conference papers on the topic "Threats from computer games"

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Peck, Andrew George, Iain Phillips, and Tim Watson. "Shadow Users: Cyber-Physical Threats from a Human-Computer Interaction Perspective." In 2025 7th International Congress on Human-Computer Interaction, Optimization and Robotic Applications (ICHORA). IEEE, 2025. https://doi.org/10.1109/ichora65333.2025.11017158.

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Metger, Tony, Anand Natarajan, and Tina Zhang. "Succinct Arguments for QMA from Standard Assumptions via Compiled Nonlocal Games." In 2024 IEEE 65th Annual Symposium on Foundations of Computer Science (FOCS). IEEE, 2024. http://dx.doi.org/10.1109/focs61266.2024.00078.

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Hoffmann, Michael, Jan Fillies, Silvio Peikert, and Adrian Paschke. "From Text to Text Game: A Novel RAG Approach to Gamifying Anthropological Literature and Build Thick Games." In 17th International Conference on Computer Supported Education. SCITEPRESS - Science and Technology Publications, 2025. https://doi.org/10.5220/0013215400003932.

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Vaduva, Janalexandru, Raduemanuel Chiscariu, Ioana Culic, Iuliamaria Florea, and Razvan Rughinis. "ADREM: SYSTEM CALL BASED INTRUSION DETECTION FRAMEWORK." In eLSE 2019. Carol I National Defence University Publishing House, 2019. http://dx.doi.org/10.12753/2066-026x-19-021.

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We are living in an era where computers govern the educational process. The market is flooded with puzzles, games, quizzes or other kinds of applications destined to help teachers explain different concepts and to enable students to practice their skills and test the knowledge. For all these systems, be them computers, server or embedded devices, the internet connection is the essential aspect. As a result, we have children and students working with devices that are exposed to the highest degree of security issues and threats. Attacks are continuously evolving, becoming more flexible, adaptabl
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Berg, Vanessa, Jerome H. Stofleth, Dale S. Preece, and Venner Saul. "Analysis of Dynamic Loading of a Simple Structure to a Blast Wave." In ASME 2002 Pressure Vessels and Piping Conference. ASMEDC, 2002. http://dx.doi.org/10.1115/pvp2002-1148.

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An object in the path of a blast wave generated by an explosion will experience a certain level of structural damage. The degree of destruction seen in a structure from a explosive blast wave is effected by three main parameters, (1) the force applied to the structure, (2) how long the force is acting on the structure, and (3) the specific geometric and material properties of the structure, or architectural surety. Structures capable of large lateral loads can be used for defense against explosions (terrorist threats). However, in order to fully predict the architectural surety of a structure,
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Krahenbuhl, Philipp. "Free Supervision from Video Games." In 2018 IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR). IEEE, 2018. http://dx.doi.org/10.1109/cvpr.2018.00312.

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Fernandez, Eduardo B., and Sergio Mujica. "Building Secure Systems: From Threats to Security Patterns." In 2010 XXIX International Conference of the Chilean Computer Science Society (SCCC). IEEE, 2010. http://dx.doi.org/10.1109/sccc.2010.36.

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Volkovas, Rokas, Michael Fairbank, John R. Woodward, and Simon Lucas. "Extracting Learning Curves From Puzzle Games." In 2019 11th Computer Science and Electronic Engineering (CEEC). IEEE, 2019. http://dx.doi.org/10.1109/ceec47804.2019.8974318.

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Chiou, Wen-Bin, Chin-Sheng Wan, and Ya-Ling Chang. "Attitude Change toward Online Gaming among Adolescent Players Based on Dissonance Theory: The Role of Threats and Justification of Effort." In Annual International Conferences on Computer Games, Multimedia and Allied Technology. Global Science & Technology Forum (GSTF), 2008. http://dx.doi.org/10.5176/978-981-08-8227-3_cgat08-37.

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Stamos, Alex. "Realistic Threats and Realistic Users: Lessons from the Election." In CCS '20: 2020 ACM SIGSAC Conference on Computer and Communications Security. ACM, 2020. http://dx.doi.org/10.1145/3372297.3424553.

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Reports on the topic "Threats from computer games"

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Friedrich, Jörg. Response II: How Much Have We Really Moved On From Those Earlier Days When Holocaust Computer Games Were Forbidden? Landecker Digital Memory Lab, 2025. https://doi.org/10.20919/oyhd7385.

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