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This is an old revision of this page, as edited by StormOverKrynn (talk | contribs) at 18:07, 6 October 2019 (practiced wikicode in references section). The present address (URL) is a permanent link to this revision, which may differ significantly from the current revision.

Practice Citations

This is about the value of commercial video games as a therapy tool.[1]

This is the practice of reusing a citation.[1]

A new citation using WikiCode.[2]


  1. ^ a b Colder Carras, Michelle; Van Rooij, Antonius J.; Spruijt-Metz, Donna; Kvedar, Joseph; Griffiths, Mark D.; Carabas, Yorghos; Labrique, Alain (2018-01-22). "Commercial Video Games As Therapy: A New Research Agenda to Unlock the Potential of a Global Pastime". Frontiers in Psychiatry. 8. doi:10.3389/fpsyt.2017.00300. ISSN 1664-0640. PMC 5786876. PMID 29403398.{{cite journal}}: CS1 maint: unflagged free DOI (link)
  2. ^ Ducheneaut, Nicolas; Moore, Robert J. (2004). "The Social Side of Gaming: A Study of Interaction Patterns in a Massively Multiplayer Online Game". Proceedings of the 2004 ACM Conference on Computer Supported Cooperative Work. CSCW '04. New York, NY, USA: ACM: 360–369. doi:10.1145/1031607.1031667. ISBN 9781581138108.

References