Replication and Extension of Video Game Demand Scale with a Turkish-Speaking Gamer Population
Author:
Affiliation:
1. Psychology, Arizona State University, United States and Art + Design, Northeastern University, United States
2. S.I. Newhouse School of Public Communications, Syracuse University, United States
Publisher
ACM
Link
https://dl.acm.org/doi/pdf/10.1145/3544548.3580960
Reference75 articles.
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4. Mark Beyebach Marie-Carmen Neipp Ángel Solanes-Puchol and Beatriz Martín-del-Río. 2021. Bibliometric differences between WEIRD and non-WEIRD countries in the outcome research on solution-focused brief therapy. Frontiers in Psychology 12. DOI: https://doi.org/10.3389/fpsyg.2021.754885
5. Govind Bhutada . 2021 , March 26 . Visualizing the Most Used Languages on the Internet. Visual Capitalist. Retrieved September 02, 2022, from https://www.visualcapitalist.com/the-most-used-languages-on-the-internet / Govind Bhutada. 2021, March 26. Visualizing the Most Used Languages on the Internet. Visual Capitalist. Retrieved September 02, 2022, from https://www.visualcapitalist.com/the-most-used-languages-on-the-internet /
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1. Playing on Hard Mode: Accessibility, Difficulty and Joy in Video Game Adoption for Gamers with Disabilities;Proceedings of the CHI Conference on Human Factors in Computing Systems;2024-05-11
2. Gaming on the Go? Translation and Validation of the Video Game Demand Scale to Korean;International Journal of Human–Computer Interaction;2023-09-27
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