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art 6 vol IV is 1

by Lori L Mcneil
"... Qu ua al li it ta at ti iv ve e S So oc ci io ol lo og gy y R Re ev vi ie ew w V Vo ol lu um me e I IV V I Is ss su ue e 1 1 w ww ww w. .q qu ua al li it ta at ti iv ve es so oc ci io ol lo og gy yr re ev vi ie ew w. .o or rg g 1 10 09 9 Q Qu ua al li it ta at ti iv ve e S So oc ci io ol lo og gy y ..."
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was left with the conclusion that the romantic ideal of motherhood packaged so pristinely and elegantly did not fully live up to its promise. Based on this personal experience, I wish to understand why there is seemingly no room for promise, and it is this desire that motivates my research in childcare

The Computer Games Journal

by Myriam Davidovici-Nora , Shons Sutherland , 2013
"... Abstract The shift from physical to digital platforms has turned entertainment from a commodity into a service. The video game industry has embraced this evolution for many years. However, until recently it was mainly confined to the digital distribution of games (such as subscriptions for MMO game ..."
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is structured around gaming experience as a service, and considers it"s the managerial consequences. Keywords: free-to-play, business model, video game industry, freemium, innovation Article Information Received: June 2013 Accepted: August 2013 Available: online December 2013 All trademarks acknowledged
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