Neuromarketing and the gaming consumer: a systematic review of attention, emotion, and memory in player engagement and retention. [PDF]
Jimenez-Duarte S, Castilla-Cebrian G.
europepmc +1 more source
IMAGINE Personalities: Augmenting Digital Character Workflows Using Motion Capture, Wearable Sensors, and Live Coding. [PDF]
Baltas D +14 more
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From stage to screen: performance language mediation and audience engagement in Chinese and Anglo-American musical theater film adaptations. [PDF]
Lin Q.
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A Mental Health Storytelling Intervention Using Transmedia to Engage Latinas: Grounded Theory Analysis of Participants' Perceptions of the Story's Main Character. [PDF]
Heilemann MV, Martinez A, Soderlund PD.
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Crush of Plasmatic Flesh: Dual Reproduction of Characters and Abjection in Manga <i>Dragon Ball</i>. [PDF]
Watabe K.
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Improving mental health literacy using web- or app-based interventions: A scoping review. [PDF]
Tian L +8 more
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Anime tourists traveling to Japan: pilgrimage behaviors patterns and the formation of homologous emotions. [PDF]
Zheng R, Zhen S, Cai A, Li S, Liu H.
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Representation of mental illness and disorders in Iberoamerica digital media. [PDF]
Romero-Rodríguez LM +4 more
europepmc +1 more source
Digital religion and Generation Z: an empirical study in the context of China. [PDF]
Liu Z, Ghouri AM, Wang J, Lin C.
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