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4. Digital geographies of home: parenting practices in the space between gaming and gambling.

7. Children and Young People's Experiences and Understandings of Gambling-Style Systems in Digital Games: Loot Boxes, Popular Culture, and Changing Childhoods.

15. Geographies of the event? Rethinking time and power through digital interfaces.

20. Open systems: designing and developing our operational interoperability

24. Affective life and cultural economy: Payday loans and the everyday space‐times of credit‐debt in the UK.

25. Post‐phenomenology and space: A geography of comprehension, form and power.

28. Indebted life and money culture: payday lending in the United Kingdom.

29. Postphenomenology and Method: Styles for Thinking the (Non)Human.

30. Smart Cities and the Digital Geographies of Technical Memory.

31. Digital interface design and power: Friction, threshold, transition.

33. Digital turn, digital geographies?

34. Victorian holidays

35. Geography and post-phenomenology.

36. Technologies of Captivation: Videogames and the Attunement of Affect.

37. Attention, Videogames and the Retentional Economies of Affective Amplification.

38. Technology, technicity, and emerging practices of temporal sensitivity in videogames.

39. Cultural Geography and Videogames.

41. Toward a Taxonomy of New Media - Management Views of an Evolving Industry.

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