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Machine generated contents note: pt. I Making Videogames -- A History of Videogames and Play -- The Videogames Industry -- The Work of Videogames -- Organizing in the Videogames Industry -- pt. II Playing Videogames -- Analyzing Culture -- First-Person Shooters -- Role-Playing, Simulations, and...
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Introduction: why the gender divide in computer games is an important and timely issue -- The computer game industry, market, and culture -- Games and society: can games make a better world? -- Play preferences and the gendering of gaming -- Representation, image, and identity -- Game workers...
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We provide evidence that the online discussion on the WSB subreddit had a substantial negative impact on the profitability of shorting strategies across a number of stocks -- even those that were neither heavily discussed on the subreddit, nor experienced an unusual increase in retail buying...
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Videospiele und eSport im sportökonomischen Kontext -- Netzwerkeffekte und Risikofaktoren des Free-to-Play -- Free-to-Play als Anwendungsbeispiel für Lindahl-Preise -- Crowdfunding und der Contributed Prize Pool in Dota 2
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Paper's objectives: The paper aims to explore the negative impacts of social relationships (SR) on business activity. As a research context, the video game industry (VGI) and the video game developers' (VGDs) relationships are analyzed. Design/methods: 17 semistructured in-depth interviews and 1...
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