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Different PEGI Age Labels and Their Effect on Aggressive Affect, Aggressive Cognition and Arousal
Pegi Annual Report
05-15-14 Karlsen Digra Proofread
Regulating Violence in Video Games: Virtually Everything
Virtual Pacifism 1
ISFE Comments on Commission Guidance
I Like to Imagine That from a Factory That's About to Be Neglected, in Its Last Day, a NEW Weapon Is Conceived with the Waste Material
Comparing Classifications Feature Films and Video Games
Lootboxes" in Digital Games - a Gamble with Consumers in Need of Regulation? an Evaluation Based on Learnings from Japan
Harmful Content on the Internet and in Video Games
Policy Paper the Case for Uniform Loot Box Regulation: a New Classification Typology and Reform Agenda
Loot Boxes in Video Games
I Videogiochi in Biblioteca: Caratteristiche Del Servizio E Esempi Di Gestione in Italia E All'estero
Revisiting Video Game Ratings: Shift from Content-Centric to Parent-Centric Approach
Current and Emerging Issues for the Classification of Video Games In
Entertainment Software Rating Board - Wikipedia, the Free Encyclopedia Visited on 10/04/2016 Not Logged in Talk Contributions Create Account Log In
Is the Buying of Loot Boxes in Videogames a Form of Gambling Or Gaming?
Business Plan: Video Game Rental Store
Top View
ESRB and PEGI's Flawed
Video Standards Council (VSC)
Are Loot Boxes an Illegal Gambling Mechanic?
How Video Games Expose Children to Gambling
The Role of Visual Novels As a Narrative Medium
The Ethics of Mayhem: a Cognitive Bias in Computer Games!- Act 3 by Gonçalo Jorge Morais Da Costa, Piotr Pawlak, Nuno Sotero Al
Loot Boxes in Online Games and Their Effect on Consumers, in Particular Young Consumers
Office of Film and Literature Classification Comparing Classifications 2010 & 2011
Multimedia Reviews .8
The Prevalence of Loot Boxes in Mobile And
The Prevalence of Loot Boxes in Mobile and Desktop Games
Rapelay Mods.Rar
Video Games and Violence: a Content Analysis
Lifting the Lid on Loot-Boxes Chance-Based Purchases in Video Games and the Convergence of Gaming and Gambling
Pegi Ratings Expand to Mobile Via New Global Rating System
Video Game Technology and Learning
It's Doubled Edged: the Positive and Negative Relationships Between
JGVW 3 1 2 Art Sithigh
How Violent Video Games Communicate Violence: a Literature Review and Content Analysis of Moral Disengagement Factors Tilo Hartmann, K
Regulating Violence in Video Games: Virtually Everything Alan Wilcox
Video Games Classification: a Consultation
Response to Public Consultation on Cross Media Rating, Age
How Do Computer Games Infl Uence the Player?
THE NAKED NAZI ZOMBIE Age Ratings in Germany and Around the World
Analysis of Global Regulatory Schemes on Chance-Based Microtransactions
Localization Practices in Japanese Video Games and Anime ポケモン
Censorship As Part of Localization Practice and Perception of Regional Changes in Japanese and Western Video Games
Encouraging the Participation of the Private
Marketing Violent Entertainment to Children
Cultural Study of Video Games
The Censorship of German Video Games
Video Game Rating Systems in the US and Europe
EDITORIAL Ker & Mckenzie, Frankfurt A.M
5253 Around the World with MCV.Pdf
Is Simulating Casino Environments in Video Games Worse Than Gambling with Loot Boxes? the Case of the Removed Pokémon Game Corner
COM(2008)207 Final
En En Notice to Members
Should the Australian National Classification Scheme Include an R 18+ Classification Category for Computer Games?
Video Game Rating Systems in the US and Europe
Video Game Classification in Australia