Verification of the Effectiveness of a Token Economy Method Through Digital Intervention Content for Children with Attention-Deficit/Hyperactivity Disorder. [PDF]
Kim SC.
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Interrogating alignment of the 2026 FIFA World Cup event objectives across the Canadian soccer system. [PDF]
Teare G, Morrison KA, Bodin KL.
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Non-compliance with and non-enforcement of UK loot box industry self-regulation on the Apple App Store: a longitudinal study on poor implementation. [PDF]
Xiao LY, Lund ML.
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The effect of television advertising on gambling behaviour: a quasi-experimental study during the 2022 Qatar FIFA World Cup. [PDF]
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Expressive Attribute-Based Proxy Signature Scheme for UAV Networks. [PDF]
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Research on influencer marketing strategies based on double-layer network game theory. [PDF]
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Immersive Tai Chi for Home-Based Exercise in Older Adults: Usability and Feasibility Study.
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This paper draws on lessons learned from the development process of the entertainment games industry and discusses how they can be applied to the field of game-based learning. This paper examines policy makers and those wishing to commission or develop games for learning and highlights potential opportunities as well as pitfalls.
Hollins, Paul, Whitton, Nicola
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