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Titlebook: Video Games and Storytelling; Reading Games and Pl Souvik Mukherjee Book 20151st edition The Editor(s) (if applicable) and The Author(s) 20

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Souvik MukherjeeWhen the group is selected, the screen is divided to . blocks and 5 characters of the group are displayed there. By tapping on one character, it is entered..In the experiment, beginners entered characters at a speed of 28.7 [CPM] in average, after 5.3 min usage in total. The input speed of an expert
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ported to have continued with mHealth use on a daily basis. Reasons cited for discontinuation of use included difficult to understand interface, failure to provide precise diagnosis, and time required for data entry. Concerns that patients had for mHealth included security risks, ease of use, and ac
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uman Factors in Computing Systems (IHC 2017) and had 108 registered users, being evaluated through a satisfaction questionnaire and through analysis of activity records. The results indicate the goal of facilitating access to information and improving user participation in the event has been achieve
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Machinic Stories: The Literature Machine, Technicity and the Computer Gamebeneath whatever text they convey to us. Similarly, machines are also increasingly being seen as texts, and complex machinic systems like video games and simulations are beginning to be perceived both as programs and as texts that can be read. However, as Nietzsche’s observation indicates, the text-
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Ab(Sense) of an Ending: Telos and Time in Video Game Narrativess a unique feature but none attempt in-depth analysis. However, as this peculiar nature of the endings is a significant factor in compounding the problem with ‘reading’ digital game-texts as a narrative medium, a discussion of this is now long overdue.
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