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Receptive to bad reception: Jerky motion can make persuasive messages more effective.

, , , , , and . Computers in Human Behavior, (2014)

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Good Clean Fun? A Content Analysis of Profanity in Video Games and Its Prevalence across Game Systems and Ratings., , , and . Cyberpsy., Behavior, and Soc. Networking, 12 (4): 457-460 (2009)Finding frogs: using game-based learning to increase environmental awareness., , , , , , , and . Web3D, page 10:1-10:8. ACM, (2017)Psychological and Physiological Responses to Stereoscopic 3D Presentation in Handheld Digital Gaming: Comparing the Experiences of Frequent and Infrequent Game Players., , , and . Presence, 23 (4): 341-353 (2014)Virtual reality check: Statistical power, reported results, and the validity of research on the psychology of virtual reality and immersive environments., , , , , and . Computers in Human Behavior, (2019)Receptive to bad reception: Jerky motion can make persuasive messages more effective., , , , , and . Computers in Human Behavior, (2014)Through the eyes of a bystander: The promise and challenges of VR as a bullying prevention tool., , , and . VR, page 229-230. IEEE Computer Society, (2016)The virtual census: representations of gender, race and age in video games., , , and . New Media & Society, 11 (5): 815-834 (2009)You Can't Take It with You? Effects of Handheld Portable Media Consoles on Physiological and Psychological Responses to Video Game and Movie Content., and . Cyberpsy., Behavior, and Soc. Networking, 12 (3): 291-297 (2009)Sex role stereotyping is hard to kill: A field experiment measuring social responses to user characteristics and behavior in an online multiplayer first-person shooter game., , , and . Computers in Human Behavior, (2014)