1 |
Gamification of Violence in Analog (Tabletop) Thematic Games: Splices, Wrinkles, and Translation Gaps
|
|
|
|
BASE
|
|
Show details
|
|
2 |
Humor As a Means of Manipulating a Social Group’s Opinion in Modern Online Communities (A Case-Study on ‘the Houses of’ 2ch and Pikabu)
|
|
|
|
BASE
|
|
Show details
|
|
|
|