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41
"Let's Go on a Gym Raid Tonight!": Video Game Affinity Spaces in English Language Instruction
In: Languages, Philosophy, and Communication Studies Faculty Publications (2020)
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42
Phraseology and Lexicogrammatical Patterns in Two Emergent Paragame Genres Videogame Tutorials and Walkthroughs
In: Approaches to Video-Game Discourse: Lexis, Interaction, Textuality. Bloomsbury Academic: Oxford, pp58-86. ; https://hal-univ-paris.archives-ouvertes.fr/hal-03274243 ; Astrid Ensslin; Isabel Balteiro. Approaches to Video-Game Discourse: Lexis, Interaction, Textuality. Bloomsbury Academic: Oxford, pp58-86., Bloomsbury Academic, 2019 (2019)
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43
Nonnative implicit phonetic training in multiple reverberant environments.
In: Attention, perception & psychophysics, vol 81, iss 4 (2019)
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44
Automatic Assessment of Prosodic Quality in Down Syndrome: Analysis of the Impact of Speaker Heterogeneity
In: Applied Sciences ; Volume 9 ; Issue 7 (2019)
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45
Video Games and Collaborative Learning in Education? A Scale for Measuring In-Service Teachers’ Attitudes towards Collaborative Learning with Video Games
In: Informatics ; Volume 6 ; Issue 3 (2019)
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46
Adult Learning Sign Language by combining video, interactivity and play in a 3D game platform
Economou, D.; Gonzalez Russi, M.; Doumanis, I.. - : Graz University Press, 2019
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47
Speech-Language-Hearing intervention in vestibular rehabilitation with the use of technologies: an integrative literature review
In: Revista CEFAC, Vol 21, Iss 6 (2019) (2019)
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48
“It’s Dangerous to Go Alone”: An Autoethnography of College English Students Reading Video Games as Texts
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49
Usage of Emotes and Emoticons in a Massively Multiplayer Online Role-Playing Game
In: http://rave.ohiolink.edu/etdc/view?acc_num=toledo1533228651012048 (2018)
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50
Εργαζόμενη Μνήμη και Βιντεοπαιχνίδια: Διερεύνηση της λειτουργίας της εργαζόμενης μνήμης σε έμπειρους παίκτες βιντεοπαιχνιδιών ...
Παπαδοπούλου, Γεωργία Νικολάου. - : Aristotle University of Thessaloniki, 2018
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51
Colossal classroom adventure: Developing interactive fiction for English language learners
Kim, Alexis. - 2018
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52
Juegos, videojuegos y juegos serios: Análisis de los factores que favorecen la diversión del jugador ; Games, video games, and serious games: Analysing what makes playing fun
Calvo-Ferrer, José Ramón. - : Universidad Miguel Hernandez de Elche, 2018
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53
La influencia de la evolución de la tecnología en los aspectos traductológicos de la localización de videojuegos ; The influence of technology in the traductological aspects of video game localisation
In: Skopos 9, 63-69 (2018) (2018)
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54
A Literature Review and Meta-analysis of Digital Games and Second Language Learning
In: Major Papers (2018)
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55
Language & Video Games: A Cross-Genre Approach
Ting, Shu Jie. - 2018
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56
Achieving Immersive Gameplay: Interpreters and Video Game Accessibility
In: Honors Senior Theses/Projects (2018)
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57
Old people, video games and french press: a topic model approach on a study about discipline, entertainment and self-improvement.
In: ISSN: 1901-9726 ; MedieKultur: Journal of media and communication research ; https://hal.archives-ouvertes.fr/hal-01521530 ; MedieKultur: Journal of media and communication research, Sara Mosberg Iversen, 2017 (2017)
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58
Investigation of autistic traits through strategic decision-making in games with adaptive agents.
In: Scientific reports, vol 7, iss 1 (2017)
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59
A Psychometric Tool for a Virtual Reality Rehabilitation Approach for Dyslexia
Pedroli, Elisa; Padula, Patrizia; Guala, Andrea. - : Hindawi Limited, 2017
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60
Análisis de valores y competencias de los videojuegos más vendidos en 2014
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