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Thinking outside the console: A new generation of video game developers fight for independence
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Persuasion through play: how procedural rhetoric in casual games can inform public relations
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kristen-barber-july13
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Super Opera Squad
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Of worlds and avatars: a playercentric approach to videogames
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Minor battle: explorations of a multi‐spatial game experience
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Vertical integration and two-sided market pricing: evidence from the video game industry
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Outsourcing for school outcomes: a multi-case study examination of outsourced and in-house literacy coaching models
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TCam: Touch driven communication for virtual moviemaking
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Raising special needs: an evaluation study of respite care for medically fragile children living with autism and other illnesses
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MECHA: a post mortem on exploring independent game development
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The fourth estate in the third dimension: the image of the news media and the photojournalist in video games
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A case study of Nintendo during COVID-19: illustrated by the launch of Nintendo Switch and Animal Crossing: New Horizons
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One more time: instances, applications, and implications of the replay
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Microsoft Word - $ASQ113905_supp_undefined_834F9CCE-E7FC-11E0-A829-C4119E1A67F9.doc
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And the dead shall walk the earth: Zombies and the politics of death
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Microsoft Word - labrecque_neal_wood_harrington_FINAL-MA formatted
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Metasurfaces in 3D applications: multiscale stereolithography and inverse design of diffractive optical elements for structured light
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Teaching interactive production
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One more thing: experiential economies and the future of public relations
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It's not you, it's me: Generation me and the public relations stategies to reach it
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Feel the force
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Building a better roleplayer: using compliance techniques to increase player participation and enthusiasm
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