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Review:
Jeannine Simon: Die Gaming-Falle: Wie digitale Spiele uns um Zeit, Geld und Daten bringen

dc.creatorRunzheimer, Bernhard
dc.date.accessioned2025-12-04T14:23:55Z
dc.date.issued2025
dc.identifier.doihttp://dx.doi.org/10.25969/mediarep/24403
dc.identifier.urihttps://mediarep.org/handle/doc/26413
dc.languagedeu
dc.publisherSchüren
dc.publisher.placeMarburg
dc.relation.isPartOfissn:2196-4270
dc.relation.ispartofseriesMEDIENwissenschaft: Rezensionen | Reviews
dc.rights.urihttps://creativecommons.org/licenses/by/3.0
dc.subjectGamingde
dc.subjectDigitale Spielede
dc.subjectSpielsuchtde
dc.subjectSelbstregulationde
dc.subject.ddcddc:794
dc.titleJeannine Simon: Die Gaming-Falle: Wie digitale Spiele uns um Zeit, Geld und Daten bringende
dc.typereview
dc.type.statuspublishedVersion
dspace.entity.typeReview
local.coverpage2025-12-05T02:31:37
local.source.epage0639
local.source.issue4
local.source.spage0638
local.source.volume42
person.identifier.orcid0000-0001-5784-3357
relation.isAuthorOfReview79aec2cd-ff4b-4cf6-b456-a1ce89efeccb
relation.isAuthorOfReview.latestForDiscovery79aec2cd-ff4b-4cf6-b456-a1ce89efeccb

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