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Ergebnisse:
Mulcahy, Rory Francis: Zainuddin, Nadia: Russell-Bennett, Rebekah: Transformative value and the role of involvement in gamification and serious games for well-being. [2020]
Belanche, Daniel: Flavian, Marta: Ibanez-Sanchez, Sergio: Followers' reactions to influencers' Instagram posts. [2020]
Majeur, Danie: Leclaire, Sarah: Raymond, Catherine: Leger, Pierre-Majorique: Juster, Robert Paul: Lupien, Sonia J.: Mobile phone use in young adults who self-identify as being "very stressed out" or "zen": An exploratory study. [2020]
Gleich, Uli: Nachrichtennutzung im Internet. [2020]
Johnson, Benjamin K.: Udvardi, Angel: Eden, Allison: Rosenbaum, Judith E.: Spoilers go bump in the night. Impacts of minor and major reveals on horror film enjoyment. [2020]
Ni, Xiaoli: Shao, Xiaoyi: Geng, Yangwen: Qu, Ran: Niu, Gengfeng: u.a.: Development of the social media engagement scale for adolescents. [2020]
Picton, Irene: Clark, Christina: Judge, Tim: Video game playing and literacy: a survey of young people aged 11 to 16. [2020]
Segijn, Claire M.: Araujo, Theo: Voorfeld, Hilde A. M.: Smit, Edith G.: Related multiscreening as a strategy to retain audiences and increase persuasion during a commercial break. [2020]
Bevan Jones, Rhys: Stallard, Paul: Agha, Sharifah Shameem: Rice, Simon: Werner-Seidler, Aliza: u.a.: Practitioner review: Co-design of digital mental health technologies with children and young people. [2020]
Tietjen, Sabrina: Exkurs: Immersive Filme. [2020]
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