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1. A Unified Approach to Digital Twin Architecture—Proof-of-Concept Activity in the Nuclear Sector

2. Cascaded Reinforcement Learning Agents for Large Action Spaces in Autonomous Penetration Testing

6. On the Continued Need for Replication in Media and Communication Research

13. Editorial: Video Games as Demanding Technologies

17. The Paradox of Interactive Media: The Potential for Video Games and Virtual Reality as Tools for Violence Prevention

18. A catholic reformed theologian : federalism and baptism in the thought of Benjamin Keach, 1640-1704

19. Pyric Herbivory and the Nexus Between Forage, Fire and Native and Introduced Large Grazing Herbivores in Australian Tropical Savannas

20. Neighbourhood bushfire hazard, community risk perception and preparedness in peri-urban Hobart, Australia

21. Feeding the flames: how colonialism led to unprecedented wildfires across SE Australia

24. The environmental control of Australian rainforest

25. Animating a plausible past : perceived realism and sense of place influence entertainment of and tourism intentions from historical video games

27. Replicación y extensçao: The missing Latin American experience in global games scholarship

28. The Str(AI)ght Scoop: Artificial Intelligence Cues Reduce Perceptions of Hostile Media Bias

30. Double-differenced dNBR: Combining MODIS and Landsat Imagery to Map Fine-grained Fire Mosaics in Lowland Eucalyptus savanna in Kakadu National Park, Northern Australia

31. Returning to Azeroth: Nostalgia, Sense of Place, and Social Presence in World of Warcraft Classic

33. What if it happened to me? Socially conscious music videos can address campus assault: Narrative engagement and rape myth acceptance

34. The Common Player-Avatar Interaction Scale (cPAX): Expansion and Cross-Language Validation

35. How communication scholars see open scholarship

36. Mechanisms of identification and social differentiation in player‐avatar relations

37. Character morality, enjoyment, and appreciation: a replication of Eden, Daalmans, and Johnson (2017)

38. Further Validation and Cross-Cultural Replication of the Video Game Demand Scale

39. Atom quantum computing in a 2D neutral Cs array

41. Evolving considerations and empirical approaches to construct validity in communication science

45. Once upon a game: Exploring video game nostalgia and its impact on well-being

49. Thin-film microextraction combined with comprehensive two-dimensional gas chromatography time-of-flight mass spectrometry screening for presence of multiclass organic pollutants in drinking water samples

50. Emotion and digital media

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