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Vol. 0 No. 54 (2016)
Vol. 0 No. 54 (2016)
Issue 54 (June 2016)
Special Section Part 1: Digital Game
Yes, Life is quite strange (Guilt and time in Life is Strange)
Marta Martín Núñez, Shaila García Catalán, Aarón Rodríguez Serrano
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Indie or Mainstream? Tensions and Nuances between the Alternative and the Mainstream in Indie Games
Óliver Pérez Latorre
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Fictional worlds as the key to adaptation: The Blade Runner video game case study.
Clara Fernández Vara
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Articles
From ICT to ICRT. A study of ICT use and the digital divide among adults and adolescents in Spain
Manuel Garrido-Lora, Jordi Busquet Duran, Rosa-Àuria Munté Ramos
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Effectiveness of the Auditory and Visual effects of Chinese e-Magazine on the Graduate Students’ Reading Process
Bing Zhang, Elena Añaños, Min Zhang
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Neuroscience and adversting. Attention, emotion and their relation with the awards received at Cannes International Advertising Awards
Alejandro Tapia Frade, Elena Martín Guerra, Jose Enrique Puente
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The Crisis in the Humanities and its Relevance to Communication Studies
Brett Ingram, Lisa Cuklanz
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Catalan art museums and social networks. Analysis of presence and performance
Federica Satta
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