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Introduction to Digital Economy In China: Innovation to Practice -- Chapter One: Internet Brands and Digital Marketing -- Chapter Two: The Emergence and Growth of Digital Platform -- Chapter Three: Industrial Internet of Things -- Chapter Four: Digital Service -- Chapter Five: Data-Driven...
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We investigate the relationship between physical attractiveness and the time people devote to video/computer gaming. Average American teenagers spend 2.6% of their waking hours gaming, while for adults this figure is 2.7%. Using the American Add Health Study, we show that adults who are...
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