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Titlebook: Video Games and Well-being; Press Start Rachel Kowert Book 2020 The Editor(s) (if applicable) and The Author(s), under exclusive license to

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Raffael Boccamazzo and receivers in a social network), but with only meta-data of conversational files that are shared by users, after anonymizing all identities and content. More explicitly, if users are willing to share only (a) whether a message was sent or received, (b) the temporal ordering of messages and (c) t
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Digital Games and Well-Being: An Overview,ive aspects, and in particular, digital games’ contribution to well-being. However, more recently, there is a notable growth in studies interested in such beneficial effects. In this overview article, we will discuss some central research findings on three variants of well-being: hedonic, eudaimonic
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Press Reset,unity to do it over again. Of course, a real-life reset button doesn’t exist because time is linear—what is done is done and can never be truly erased. However, that does not mean that what is done cannot be . (like redoing a level to get the rest of the missing coins). There is a common misbelief o
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Explore the Map,through the linear motions of the well-worn pathways of life. The rewards for choosing to explore the boundaries of the territory will also be discussed as well as how to minimize interpersonal risk by being able to recognize potential the dangers are and how to react to them. Examples from various
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Oh Me, Oh My! Identity Development Through Video Games,n influence development, identity, and social navigation. Particular focus is placed on identity development within video game play, how particular facets of identity (e.g. gender, personality) are malleable in this context, and the styles of exploration via types of games. Considerations of persona
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