Experience and toxicity in video games
[Expérience Et Toxicité Dans Le Jeu Vidéo]
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DOI: 10.36863/mds.a.16187
Note: View the original document on HAL open archive server: https://hal.science/hal-04357750
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References listed on IDEAS
- Antonella Carù & Bernard Cova, 2015. "Expériences de consommation et marketing expérientiel," Revue française de gestion, Lavoisier, vol. 0(8), pages 353-367.
- Leigh Achterbosch & Charlynn Miller & Peter Vamplew, 2017. "A taxonomy of griefer type by motivation in massively multiplayer online role-playing games," Behaviour and Information Technology, Taylor & Francis Journals, vol. 36(8), pages 846-860, August.
- Holbrook, Morris B & Hirschman, Elizabeth C, 1982. "The Experiential Aspects of Consumption: Consumer Fantasies, Feelings, and Fun," Journal of Consumer Research, Journal of Consumer Research Inc., vol. 9(2), pages 132-140, September.
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Keywords
Jeu-vidéo expérience toxicité League of Legends Video games experience toxicity League of Legends; Jeu-vidéo; expérience; toxicité; League of Legends Video games; experience; toxicity; League of Legends;All these keywords.
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