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Keywords = role-playing game (RPG)

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15 pages, 1201 KB  
Article
Impact of Participation in Role-Playing Game (RPG) Sessions on the Perceived Level of Social Anxiety and Received Social Support
by Zdzisław Kroplewski, Roksana Łoś and Bartłomiej Józef Pawlicki
Brain Sci. 2025, 15(11), 1158; https://doi.org/10.3390/brainsci15111158 - 28 Oct 2025
Viewed by 2075
Abstract
Background/Objectives: Anxiety disorders are among the most common mental disorders and are often associated with significant discomfort and impaired functioning. One of the more frequent forms is social anxiety disorder, which is characterized by excessive fear of social evaluation and the avoidance of [...] Read more.
Background/Objectives: Anxiety disorders are among the most common mental disorders and are often associated with significant discomfort and impaired functioning. One of the more frequent forms is social anxiety disorder, which is characterized by excessive fear of social evaluation and the avoidance of social situations. The aim of this study was to assess the potential of role-playing games (RPGs) as an alternative form of support for people with social anxiety disorder. Methods: Thirty participants aged 18–28 with a non-generalized form of social anxiety were qualified for the study and assigned to two conditions differing in session frequency (once a week vs. once every two weeks). Participants were assigned to groups based on the order of registration for the study. As the recruitment was open to the public and participants registered voluntarily, the assignment process was not strictly random and may have been influenced by self-selection factors. The intervention lasted 3 months and included elements of social exposure and social skills training within a structured RPG scenario. The study lasted from March to November 2024 at the Faculty of Social Sciences of the University of Szczecin. Standardized tools (LSAS, ISSB) were used to measure social anxiety and received social support before and after the intervention. Statistical analyses were performed using the JASP statistical program version 0.17.2. Results: The results indicate a statistically significant reduction in anxiety and avoidance in all groups, with a greater effect observed in the once-a-week group (Cohens’s d = 0.94). At the same time, an increase in perceived social support was noted, especially in the biweekly condition. The greatest changes were observed in the total support score, while specific components (emotional, informational, instrumental) showed differentiated dynamics depending on frequency. Conclusions: The findings suggest that RPG-based interventions may serve as a preliminarily effective and engaging form of support for individuals with social anxiety, contributing to symptom reduction and improved functioning in social contexts. Full article
(This article belongs to the Special Issue Focus on Mental Health and Mental Illness in Adolescents)
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11 pages, 5108 KB  
Proceeding Paper
Chatbot-Enhanced Non-Player Characters Bridging Game AI and Conversational Systems
by Gina Purnama Insany, Maulana Ibrahim, Yayang Rega Abdilah and Rizki Panca Pamungkas
Eng. Proc. 2025, 107(1), 110; https://doi.org/10.3390/engproc2025107110 - 25 Sep 2025
Viewed by 1458
Abstract
Non-player characters (NPCs) play a crucial role in creating engaging and immersive experiences in role playing games (RPGs). Traditional NPC interactions often rely on scripted dialogues, which can limit their ability to adapt dynamically to player input. This study presents a novel framework [...] Read more.
Non-player characters (NPCs) play a crucial role in creating engaging and immersive experiences in role playing games (RPGs). Traditional NPC interactions often rely on scripted dialogues, which can limit their ability to adapt dynamically to player input. This study presents a novel framework that enhances NPC interactions by integrating advanced conversational systems. Utilizing Open AI’s natural language processing capabilities, RPG Maker MZ as the game development platform, and JavaScript for customization, the framework introduces context-aware dialogues that respond intelligently to player queries and actions. By bridging the gap between game AI and conversational systems, this approach enables more lifelike and meaningful NPC behavior. Experimental results indicate that the proposed system significantly improves the narrative depth and overall player experience. These findings demonstrate the potential of combining AI-driven chatbots with game development tools to redefine the role of NPCs in modern gaming. Full article
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21 pages, 770 KB  
Article
The Impact of Role-Playing Game Experience on the Sustainable Development of Ancient Architectural Cultural Heritage Tourism: A Mediation Modeling Study Based on S-O-R Theory
by Siqin Wang, Junjie Yu, Weijia Yang, Wenjun Yan and Ken Nah
Buildings 2025, 15(12), 2032; https://doi.org/10.3390/buildings15122032 - 12 Jun 2025
Cited by 9 | Viewed by 2096
Abstract
Role-playing games (RPGs) set in ancient architecture have emerged as a digital tool for enhancing engagement with ancient architectural cultural heritage. This study examines how RPG elements (immersion, narrative, cognitive engagement) influence sustainable tourism outcomes at ancient architectural heritage sites and develops a [...] Read more.
Role-playing games (RPGs) set in ancient architecture have emerged as a digital tool for enhancing engagement with ancient architectural cultural heritage. This study examines how RPG elements (immersion, narrative, cognitive engagement) influence sustainable tourism outcomes at ancient architectural heritage sites and develops a stimulus–organism–response (SOR)-based framework model to explore their affective and behavioral effects. The results demonstrate that immersion, narrative, and cognitive engagement in RPGs significantly enhance tourists’ affective engagement. Affective engagement, in turn, enhances tourists’ willingness to travel to and support for heritage conservation sites. Mediation analyses indicated that affective engagement partially mediated the effects of immersion and narrative on the willingness to travel and fully mediated the effects of cognitive engagement. Affective engagement positively predicted support for heritage preservation, whereas willingness to travel alone did not exhibit this relationship. Emotional engagement is therefore a critical mechanism by which digital role-playing game experiences drive sustainable tourism behaviors, resulting in outcomes that go beyond individual behaviors to include broader sustainability impacts. By fostering immersive, narrative-rich, and engaging cognitive experiences, RPGs set in ancient architecture can stimulate willingness to visit heritage sites and encourage conservation awareness, providing valuable insights into sustainable tourism and the management of ancient architectural heritage. Full article
(This article belongs to the Section Architectural Design, Urban Science, and Real Estate)
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24 pages, 693 KB  
Article
Personalized Non-Player Characters: A Framework for Character-Consistent Dialogue Generation
by Xiao Liu, Zhenping Xie and Senlin Jiang
AI 2025, 6(5), 93; https://doi.org/10.3390/ai6050093 - 1 May 2025
Viewed by 5296
Abstract
Generating character-consistent and personalized dialogue for Non-Player Characters (NPCs) in Role-Playing Games (RPGs) poses significant challenges, especially due to limited memory retention and inconsistent character representation. This paper proposes a framework for generating personalized dialogues based on character-specific knowledge. By combining static knowledge [...] Read more.
Generating character-consistent and personalized dialogue for Non-Player Characters (NPCs) in Role-Playing Games (RPGs) poses significant challenges, especially due to limited memory retention and inconsistent character representation. This paper proposes a framework for generating personalized dialogues based on character-specific knowledge. By combining static knowledge fine-tuning and dynamic knowledge graph technology, the framework generates dialogue content that is more aligned with character settings and is highly personalized. Specifically, the paper introduces a protective static knowledge fine-tuning approach to ensure that the language model does not generate content beyond the character’s cognitive scope during conversations. Additionally, dynamic knowledge graphs are employed to store and update the interaction history between NPCs and players, forming unique “experience-response” patterns. During dialogue generation, the paper first parses player input into an Abstract Meaning Representation (AMR) graph, retrieves relevant memory nodes from the knowledge graph, and constructs a fused graph structure. This integrated graph is encoded via a graph neural network to generate high-dimensional semantic vectors, which are then used to retrieve and supplement knowledge from the vector database. Ultimately, the model generates personalized responses consistent with the NPC’s identity. Experimental results demonstrate that the framework significantly enhances the authenticity of NPC dialogues and player immersion and performs well on multiple large-scale language models. Full article
(This article belongs to the Section AI Systems: Theory and Applications)
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16 pages, 443 KB  
Article
Mastering Your Dragons: Using Tabletop Role-Playing Games in Therapy
by Sherry R. Rosenblad, Tessa Wolford, Richard S. Brennan, Josh Darnell, Challen Mabry and Andrew Herrmann
Behav. Sci. 2025, 15(4), 441; https://doi.org/10.3390/bs15040441 - 31 Mar 2025
Cited by 1 | Viewed by 9156
Abstract
Using Dungeons & Dragons (D&D) as a therapeutic tool is more feasible than previously thought. While role-playing games (RPGs) have existed for decades, their application in therapy can be challenging for those unfamiliar with tabletop gaming. This article explores the history of D&D, [...] Read more.
Using Dungeons & Dragons (D&D) as a therapeutic tool is more feasible than previously thought. While role-playing games (RPGs) have existed for decades, their application in therapy can be challenging for those unfamiliar with tabletop gaming. This article explores the history of D&D, its therapeutic applications, and case studies of five individuals (ages 7–19) using RPGs addressing anxiety, depression, Dissociative Identity Disorder (DID), and nightmares. It also examines group therapy settings for individuals with Autism Spectrum Disorder (ASD), LGBTQ adolescents exploring identity, and women in residential treatment for substance use and trauma recovery. Each case study highlights both the successes and challenges of integrating RPGs into therapy, demonstrating how D&D fosters social skills, identity exploration, trauma recovery, and emotional growth. The findings suggest that RPGs are flexible and effective tools for addressing diverse mental health concerns by encouraging emotional exploration and personal development. While the results are promising, further research is needed to assess the long-term impact of RPGs in therapy and their broader clinical applications. Expanding this research could solidify D&D’s role as a valuable therapeutic intervention across various mental health settings. Full article
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23 pages, 3059 KB  
Article
Understanding the Impact of Perceived Challenge on Narrative Immersion in Video Games: The Role-Playing Game Genre as a Case Study
by José Miguel Domingues, Vítor Filipe, André Carita and Vítor Carvalho
Information 2024, 15(6), 294; https://doi.org/10.3390/info15060294 - 22 May 2024
Cited by 8 | Viewed by 17260
Abstract
This paper explores the intricate interplay between perceived challenge and narrative immersion within role-playing game (RPG) video games, motivated by the escalating influence of game difficulty on player choices. A quantitative methodology was employed, utilizing three specific questionnaires for data collection on player [...] Read more.
This paper explores the intricate interplay between perceived challenge and narrative immersion within role-playing game (RPG) video games, motivated by the escalating influence of game difficulty on player choices. A quantitative methodology was employed, utilizing three specific questionnaires for data collection on player habits and experiences, perceived challenge, and narrative immersion. The study consisted of two interconnected stages: an initial research phase to identify and understand player habits, followed by an in-person intervention involving the playing of three distinct RPG video games. During this intervention, selected players engaged with the chosen RPG video games separately, and after each session, responded to two surveys assessing narrative immersion and perceived challenge. The study concludes that a meticulous adjustment of perceived challenge by video game studios moderately influences narrative immersion, reinforcing the enduring prominence of the RPG genre as a distinctive choice in narrative. Full article
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16 pages, 6983 KB  
Article
Human–Wild Boar Coexistence: A Role-Playing Game for Collective Learning and Conflict Mitigation
by Deborah Coz and Raphaël Mathevet
Sustainability 2024, 16(9), 3551; https://doi.org/10.3390/su16093551 - 24 Apr 2024
Cited by 3 | Viewed by 2372
Abstract
Wild boars have become a common yet controversial species in France, where the main response to the species’ development and the problems it may cause is an increased hunting effort. However, wild boars are an extremely adaptive species, and their response to human [...] Read more.
Wild boars have become a common yet controversial species in France, where the main response to the species’ development and the problems it may cause is an increased hunting effort. However, wild boars are an extremely adaptive species, and their response to human activities (including hunting) is not fully understood. Moreover, hunting may be a source of conflict with other stakeholders and a topic for public debate, which questions its sustainability. To discuss wild boar behaviour, as well as (other) means to coexist with these animals, we developed a role-playing board game framed around wild boars and hunting. In this paper, we outline the design of the WILD BOAR(D) GAME and reflect on the first three game sessions, which we conducted in our research areas (Gorges du Gardon and Camargue Biosphere Reserves, France). We show that a continuous back and forth between the game and reality allows the participants to elicit their knowledge as well as learn from the other participants, which contributes to filling in the knowledge gaps identified previously in the game design as well as mitigating conflicts regarding wild boars. Finally, we discuss the interest of including wild boars as a role in itself to reflect on their agency. Full article
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14 pages, 2191 KB  
Article
The Validation and Psychometric Properties of the Gaming Instinctual Motivation Scale
by Ai Ni Teoh, Roberto Dillon and Divjyot Kaur
Eur. J. Investig. Health Psychol. Educ. 2023, 13(9), 1895-1908; https://doi.org/10.3390/ejihpe13090137 - 15 Sep 2023
Cited by 2 | Viewed by 4137
Abstract
Being able to quantify gaming motivation in a valid, systematic way has important implications for game designers and gaming user experience researchers. In the present study, we aimed to develop and validate a 30-item Gaming Instinctual Motivation Scale (GIMS) based on Dillon’s 6–11 [...] Read more.
Being able to quantify gaming motivation in a valid, systematic way has important implications for game designers and gaming user experience researchers. In the present study, we aimed to develop and validate a 30-item Gaming Instinctual Motivation Scale (GIMS) based on Dillon’s 6–11 Framework on instinctual gaming motivation and Lazzaro’s gaming experience model. To validate the scale, we recruited 194 regular gamers (Mage = 22.70 years old, SD = 4.38) to complete the GIMS based on their general gaming experience and their experience playing role-laying games (RPGs), first-person shooters (FPSs), real-time strategy, puzzle, and action games. We used a cross-validation approach and performed exploratory factor analysis and confirmatory factor analysis to test the structure of the scale and the reliability and validity of the scale, respectively. The final version of the GIMS had a one-dimensional structure with 15 items. It also had good construct validity, χ2 (N = 117, df = 86) = 126.28, p = 0.003, CFI = 0.93, TLI = 0.92, and RMSEA = 0.064 (90% CI [0.04, 0.09]), and reliability (CR = 0.89), and an acceptable convergent validity (AVE = 0.35). The one-dimensional structure was generalizable to RPG and FPS games, demonstrating the applicability of the scale to these two gaming genres. Higher scores on the GIMS were also associated with a greater intention to play games. Full article
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23 pages, 2839 KB  
Article
Fostering Innovation, Transition, and the Reconstruction of Forestry: Critical Thinking and Transdisciplinarity in Forest Education with Strategy Games
by Patrick O. Waeber, Mariana Melnykovych, Emilio Riegel, Leonel V. Chongong, Regie Lloren, Johannes Raher, Tom Reibert, Muhammad Zaheen, Oleksandr Soshenskyi and Claude A. Garcia
Forests 2023, 14(8), 1646; https://doi.org/10.3390/f14081646 - 15 Aug 2023
Cited by 12 | Viewed by 4798
Abstract
Forest education plays a crucial role in achieving the Sustainable Development Goals and promoting sustainable forest management amidst global challenges. However, existing programs struggle to keep pace with rapidly evolving crises and uncertainties that contribute to deforestation and forest degradation. To tackle these [...] Read more.
Forest education plays a crucial role in achieving the Sustainable Development Goals and promoting sustainable forest management amidst global challenges. However, existing programs struggle to keep pace with rapidly evolving crises and uncertainties that contribute to deforestation and forest degradation. To tackle these challenges, integrating innovative approaches into forest education is essential. This paper showcases the transformative use of a strategy game, MineSet, as an innovative teaching method for integrated forest management. The game facilitates deeply engaging experiences that provide unique insights into complex issues like deforestation. By assuming various stakeholder roles, graduate students actively engage with and confront the intricate tradeoffs inherent in forest management. This interactive and immersive role-play game not only fosters critical thinking skills but also promotes collaborative problem-solving, making MineSet a highly innovative and attractive tool in forest education. The importance of extended debriefings, facilitation throughout the game, and ongoing discussions should not be underestimated, as they establish meaningful and necessary connections between in-game events, validated educational material, and published research outcomes. Moreover, the game equips students with practical experience and a comprehensive understanding of landscape approaches, using the Congo Basin as a case study. We emphasize the potential of innovative forest education to foster sustainability, stimulate critical thinking, resolve conflicts, and prevent costly forest losses. Full article
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14 pages, 289 KB  
Article
Gaming Preferences and Personality among School Students
by Balan Rathakrishnan, Soon Singh Bikar Singh and Azizi Yahaya
Children 2023, 10(3), 428; https://doi.org/10.3390/children10030428 - 22 Feb 2023
Cited by 12 | Viewed by 8688
Abstract
Gaming has vastly developed into numerous genres; nonetheless, most studies in the literature emphasize the violent genre only. Therefore, this study was conducted to investigate the relationship between personality and gaming preferences among school students. This study also aims to investigate the difference [...] Read more.
Gaming has vastly developed into numerous genres; nonetheless, most studies in the literature emphasize the violent genre only. Therefore, this study was conducted to investigate the relationship between personality and gaming preferences among school students. This study also aims to investigate the difference in the time spent on gaming based on gender. The third objective involves examining the differences in frequency in playing a video game based on age. The sample group comprised 420 school students aged between 12 and 17 years old, including hardcore and casual gamers. The online survey was conducted using Google Forms, and the participants were requested to answer the demographic questionnaire, Big Five Inventory, and Gaming Preferences Questionnaire. The obtained data were analyzed using SPSS 26.0 software for general descriptive statistics. The results show that there was a significant relationship between gaming preferences role-playing game (RPG), combat, online, and music genres) and personality (extraversion, agreeableness, conscientious, neuroticism, and openness). The results also indicate a difference between gender and the number of hours spent on gaming, but no such difference existed between age and the frequency of playing games. From the psychological perspective, gaming preference is related to their personality and influences the behavior of children and overall health in daily life. Full article
(This article belongs to the Section Pediatric Mental Health)
10 pages, 1582 KB  
Article
Text Mining Approach to Improve Mobile Role Playing Games Using Users’ Reviews
by Donghyun Youm and Jungyoon Kim
Appl. Sci. 2022, 12(12), 6243; https://doi.org/10.3390/app12126243 - 19 Jun 2022
Cited by 11 | Viewed by 3701
Abstract
The genre characteristics of RPG (role-playing game), which have high expectations for high sales and continuous profit generation, have created a phenomenon that has attracted many developers to become interested in the RPG market. However, recently, RPG development has been mass-produced that includes [...] Read more.
The genre characteristics of RPG (role-playing game), which have high expectations for high sales and continuous profit generation, have created a phenomenon that has attracted many developers to become interested in the RPG market. However, recently, RPG development has been mass-produced that includes similar content, sensational advertisements, low quality, and excessive billing induction, which have negatively affected the game market and users’ gameplay experiences. In this regard, we conduct a big data analysis on the users’ reviews to find out what will be needed to have a positive gaming experience for mobile RPGs. User reviews are collected in the Google Play Store and analyzed to find ways to improve mobile RPG gameplay. In order to extract meaningful information from the collected big data, we use text mining techniques of topic modeling with an LDA algorithm to visualize the data. We propose a text mining approach as a practical method for better design of mobile RPGs since it analyze users’ reviews and objectively grasps their opinions based on their gameplay. The results can be used to develop the mobile RPGs that can be played continuously by. Full article
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11 pages, 1143 KB  
Article
A Narrative-Driven Role-Playing Game for Raising Flood Awareness
by Fotios Spyropoulos, Ioannis Trichakis and Anthi-Eirini Vozinaki
Sustainability 2022, 14(1), 554; https://doi.org/10.3390/su14010554 - 5 Jan 2022
Cited by 10 | Viewed by 4621
Abstract
In the framework of a water resources management class in the Technical University of Crete, a narrative-driven role-playing game (RPG) was planned and tested in the classroom, with the intent to raise awareness among the students on how floods can have an impact [...] Read more.
In the framework of a water resources management class in the Technical University of Crete, a narrative-driven role-playing game (RPG) was planned and tested in the classroom, with the intent to raise awareness among the students on how floods can have an impact on the everyday lives of different citizens. During this game, the students had the opportunity to act as different stakeholders. In order to assess the impact of this game on participants’ thoughts of who might be affected by a flood event, two questionnaires were used, one before and one after the game. The results show that there was very positive feedback from the participants on how this RPG helped them realize the different implications a flood event might have on citizens and decision makers. The community-based aspect that was chosen for this RPG implementation showed the difficulties the specific roles would face as single individuals and as a community in general. Using a similar approach can help any stakeholder understand the challenges in a more direct way than with traditional lecturing and presentations. Full article
(This article belongs to the Special Issue Gamification as a Sustainable Source of Motivation)
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20 pages, 8252 KB  
Article
Development of a Virtual Ecological Environment for Learning the Taipei Tree Frog
by Kuo-Liang Ou, Yao-Hui Liu and Wernhuar Tarng
Sustainability 2021, 13(11), 5911; https://doi.org/10.3390/su13115911 - 24 May 2021
Cited by 20 | Viewed by 4792
Abstract
The learning objectives of environmental education emphasize investigation in real life to enhance students’ skills and experiences in solving practical problems. This study used the virtual reality (VR) technology to develop a virtual ecological environment for learning about the Taipei tree frog, supported [...] Read more.
The learning objectives of environmental education emphasize investigation in real life to enhance students’ skills and experiences in solving practical problems. This study used the virtual reality (VR) technology to develop a virtual ecological environment for learning about the Taipei tree frog, supported by situated learning and game-based learning design to enhance students’ learning interest and motivation. Users can wear the head-mounted display (HMD) to explore the virtual environment for learning the Taipei tree frog’s ecological behavior, such as foraging and mating as well as its habitats and predators. A teaching experiment was conducted to investigate students’ learning effectiveness and the senses of presence and anxiety after using the virtual ecological environment. The experimental group (wearing the HMD) contained 40 students, the control group (using the desktop VR) contained 40 students, and both groups were used as samples to learn about the Taipei tree frog. The results indicated that using HMD VR and desktop VR could both enhance learning achievements, but the learning effectiveness of the former was significantly higher than that of the latter. The levels of anxiety for both groups were about the same, but the level of presence for the experimental group was higher than that of the control group because the HMD VR provided a more immersive experience than the desktop VR. The virtual ecological environment can save the time and effort of travelling to the natural habitat for observing the Taipei tree frog, and the design of role-playing game (RPG) can enhance learners’ interest and motivation. Therefore, it is a useful tool for promoting environmental education. Full article
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12 pages, 1877 KB  
Review
Mapping Role-Playing Games in Ibero-America: An Educational Review
by Mario Grande-de-Prado, Roberto Baelo, Sheila García-Martín and Víctor Abella-García
Sustainability 2020, 12(16), 6298; https://doi.org/10.3390/su12166298 - 5 Aug 2020
Cited by 15 | Viewed by 7920
Abstract
Role-playing games (RPGs) have a controversial public image in several countries, including Spain. These fears lack a scientific basis, as role-playing games may be useful in education. Educational trends such as gamification are helping to change this perspective, incorporating elements of RPGs in [...] Read more.
Role-playing games (RPGs) have a controversial public image in several countries, including Spain. These fears lack a scientific basis, as role-playing games may be useful in education. Educational trends such as gamification are helping to change this perspective, incorporating elements of RPGs in applications like learning management systems (LMS), e.g., Classcraft. Given the increased research interest in this topic, this paper presents a systematic literature review (SLR) report on the state-of-the-art related to RPGs in an Ibero-American education research context. In the study, a comprehensive search is carried out for the most relevant research papers indexed in Latindex, founded through the virtual repository Dialnet for papers between 2010 and 2019 in the field of education. The search chain was ‘role-playing games’, erasing those topics not related. Results show that there are several relevant references, even though they do not seem to have had a great impact. It can be concluded that there is an interest in RPGs in education, especially in Spain, but their potential is still to be developed. Full article
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