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11 - Gaming in Multicultural Classrooms: The Potential of Collaborative Digital Games to Foster Intercultural Interaction
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9 - Virtual Economic Experiments
- from Part II - Groups: Norms, Leadership, and Virtual Organizations
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1 - VERUS: A Multidisciplinary International Behavioral Study of Virtual World Users
- from Part I - Individual Behaviors and Dyadic Relationships
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4 - Couples Who Slay Together, Stay Together: Benefits, Challenges, and Relational Quality among Romantic Couples Who Game
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Part IV - Techniques for Analyzing Game Data
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Part I - Individual Behaviors and Dyadic Relationships
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3 - From Good Associates to True Friends: An Exploration of Friendship Practices in Massively Multiplayer Online Games
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Part III - Understanding Culture with Games
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14 - Using Massively Multiplayer Online Game Data to Analyze the Dynamics of Social Interactions
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12 - The Power of Social Features in Online Gaming
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Contributors
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5 - Virtual Team Communication Norms: Modeling the Mediating Effects of Relational Trust, Presence, and Identity on Conversational Interactivity, Openness, and Satisfaction
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Introduction
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6 - Toxic Allies and Caring Friends: Social Systems and Behavioral Norms in League of Legends and Guild Wars 2
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Part II - Groups: Norms, Leadership, and Virtual Organizations
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2 - Understanding Aggressive and Nonaggressive Individual Behaviors in Massively Multiplayer Online Games
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7 - Management (Im)Material: Negotiating Leadership in Virtual Worlds
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Contents
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8 - Virtual Organization and Online Games
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The Cambridge Handbook of Sociocultural Psychology
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- 12 July 2018