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Society and Politics › Everyday Life (regulation and control)

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  1. Lieberoth, Andreas

    Computer games (game based learning, gamification, Motivation, psychological effects), Consumer behaviour (Popular science, sustainable beaviors, worry discourses), Digital culture and communication, Media industry, Neuropsychology (Technology and the brain), Pedagogical psychology (learning through media), Social psychology (Attitude formation, Behvaioral economics), Studies of science and technology (media psychology)