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Fake images: The effects of source, intermediary, and digital media literacy on contextual assessment of image credibility online., , , , , и . New Media Soc., (2019)Grouping game players using parallelized k-means on supercomputers., , , и . XSEDE, стр. 10:1-10:7. ACM, (2015)Virtual Team Networks: How Group Social Capital Affects Team Success in a Massively Multiplayer Online Game., , и . CSCW, стр. 677-688. ACM, (2016)Social capital, coplaying patterns, and health disruptions: A survey of Massively Multiplayer Online Game participants in China., и . Comput. Hum. Behav., (2015)Guild Play in MMOGs: Rethinking Common Group Dynamics Models., , , , и . SocInfo, том 6984 из Lecture Notes in Computer Science, стр. 145-152. Springer, (2011)Seeing Is Believing: How People Fail to Identify Fake Images on the Web., , и . CHI Extended Abstracts, ACM, (2018)Reports of Own and Others' Symptoms and Diagnosis on Social Media Predict COVID-19 Case Counts in Mainland China., , , , , и . CoRR, (2020)FeatureSelector: an XSEDE-Enabled Tool for Massive Game Log Analysis., , , , и . XSEDE, стр. 17:1-17:7. ACM, (2014)Conspiracy and debunking narratives about COVID-19 origination on Chinese social media: How it started and who is to blame., , , , и . CoRR, (2020)Schmoozing and Smiting: Trust, Social Institutions, and Communication Patterns in an MMOG., , , , и . J. Comput. Mediat. Commun., 16 (1): 93-114 (2010)