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- Yin, R. K. (2012). Applications of Case Study Research (3rd ed.). Sage Publications.
- A, P. (1993). The Goodness of Qualitative Research. Educational Researcher, 22(2), 23-29.
- Alexander, J. (2017). The Game Awards forgot to give PUBG its only award last night. Polygon.
- Anderson, Bushman. (2002). Human Aggression. Department of Psychology, Iowa State University
- Anderson, S. I. (2010). Violent video game effects on aggression, empathy, and prosocial behavior in eastern and western countries: a meta-analytic review. American Psychological Association.
- Anton, M. (2016). Hybrid Pedagogies For Hybrid War. Scientific Research And Education In The Air Force-AFASES
- Barlett, O. B. (2009). How long do the shortâ€Âterm violent video game effects last? Agressive Behavior, 225-236.
- Baudreau, I. (2018, September). Six Days In Fallujah dev details the canceled game's creation process. Retrieved April 20, 2019, from PC Games: https://www.pcgamesn.com/six-days-in- fallujah/six-days-in-fallujah-campaign-creation
- Bogost. (2008). The Rhetoric of Video Games. The Georgia Institute of Technology, School of Literature, Communication, and Culture, 119
- Bogost, I. (2006). Playing Politics: Videogames for Politics, Activism, and Advocacy . First Monday.
- Bogost, I. (2007). Persuasive Games. London: The MIT Press.
- Bogost, I. (2008). The Rhetoric of Video Games. The Ecology of Games: Connecting Youth, Games, and Learning, 125.
- Buchanan, R. (2001). Philosophy & Rhetoric,. Penn State University Press.
- Burgess, D. S. (2011). Playing With Prejudice: The Prevalence and Consequences of Racial Stereotypes in Video Games. Media Psychology, Pages 289-311.
- Colvin. (2004). Managing the cycle of acting-out behavior in the classroom
- Demers, D. (April 2014). The Procedural Rhetoric of War: Ideology, Recruitment, and Training in Military Videogames.
- Fahay, M. (2014, September). Making A Game Out Of Today's War. Retrieved April 20, 2019, from Kotaku: https://kotaku.com/making-a-game-out-of-todays-war-5252157
- Ferguson, San Miguel, Garza & Jerabeck. (2012). A longitudinal test of video game violence influences on dating and aggression: A 3-year longitudinal study of adolescents. Journal Of Psychiatric Research, 46(2), 141-146.
- Fogg, B. (2009). Creating Persuasive Technologies:An Eight-Step Design Process. Persuasive Technology Lab Stanford University.
- Freeden, M. (2016, December 08). After the Brexit referendum: revisiting populism as an ideology. Retrieved from Taylor & Francis Online: https://doi.org/10.1080/13569317.2016.1260813
- Gaito, E. (2017). Golden Joystick Awards 2017 Nominees. Best in Slot.
- Golly, S. &. (2004). Best Behavior: Building Positive Behavior Supports in Schools. University of Oregon, Eugene.
- Greitemeyer, T. (2018). The Spredaing Impact of Playing Violent Video Games on Aggression.
- GVMers. (2017, June 12). The Most Controversial Unreleased Game - Investigating Six Days in Fallujah. Retrieved April 18, 2019, from https://www.youtube.com/watch?v=oqNvf2gcoys
- Hayden, C. (2017). The Procedural Rhetorics of Mass Effect:Video Games as Argumentation in International Relations. International Studies Perspectives, 180.
- IGN, S. (2018). 2018 SXSW Gaming Awards Winners Revealed. IGN. imfdb. (2014). Talk:Six Days in Fallujah. Retrieved May 9, 2019, from http://www.imfdb.org/wiki/Talk:Six_Days_in_Fallujah
- Jones, L. (2017). Hybrid Warfare and the Politics of Fear. Retrieved from http://sciclonic.com/2017/04/hybrid-warfare-politics-fear/1725/
- Korybko. (2017). CPEC and the 21st century convergence of civilizations. China-Pakistan Economic Corridor.
- Korybko, A. (2015). Hybrid Wars: The Indirect Adaptive Approach To Regime Change. Moscow: Global Research.
- Longley, R. (2019). From Genghis Khan to ISIS. An Introduction to Psychological Warfare.
- Lowe, L. (2016). Crying Wolf: An Analysis of the Use of Sensational. San Jose State University, 95.
- Makuch, E. (2018). Game Of The Year Nominees Announced for DICE Awards. GameSpot.
- Marcus, A. (2002). Dare We Define User-Interface Design? Interactions, 21.
- McNeill, A. ( 2018). Here Are Your 2018 SXSW Gaming Awards Finalists! SXSW.
- Michael A. Shapiro, D. G. (1992). I'm Not a Real Doctor, but I Play One in Virtual Reality: Implications of Virtual Reality for Judgments about Reality. Cornel University.
- Milzarski, E. (2018, September 24). This scrapped game could've been the most accurate portrayal of Fallujah. Retrieved April 18, 2019, from Mighty Networks: https://www.wearethemighty.com/six-days-in-fallujah
- R.Vokey, J. (2013). Psychological Sketches. Canada: A Psyence Publishing Society
- Reyes, I. (2017). Nick Dyer-Witheford and Greig de Peuter, Games of Empire: Global (2009). Markets, Globalization & Development Review.
- Robert Sparrow, R. H. (2015). Playing for fun, training for war: Can popular claims about recreational video gaming and military simulations be reconciled? Games and Culture.
- Rong Shao, Y. W. ( 2019). The Relation of Violent Video Games to Adolescent Aggression: An Examination of Moderated Mediation Effect. Frontiers in Psychology.
- Simone Kuhn, D. K. (2018). Does playing violent video games cause aggression? A longitudinal intervention study. Molecular Psychiatry.
- Surhiyo, U. (2019, March 22). PUBG MOBILE KI HAQEEQAT NEW UPDATE BIRTHDAY BOX KO BANAYA KHANA KABA. Retrieved May 19, 2019, from Youtube: https://www.youtube.com/watch?v=nBEzQrPpqsA
- Thomson, M. (2008). Military computer games and the new American militarism: what computer games teach us about war.
- Tzu, S. (2005). The Art of War. Shambhala.
- University, O. (2019). English Oxford Living Dictionaries. Retrieved 2019, from https://en.oxforddictionaries.com/definition/violence
- Victoria L. Dunckley, M. (2015). Integrative Child, Adolescent & Adult Psychiatry . West Los Angeles.
- Weber, R. (2017). The Legend of Zelda: Breath of the Wild scores big at the 35th Golden Joystick Awards presented with OMEN by HP.
- Wikipedia. (2018). Gameplay.
- Wiltenburg, J. (2004). True Crime: The Origins of Modern Sensationalism.
- Ye, J. (2019, March 25). Muslim gamers boycott PUBG Mobile for insulting holy site. Retrieved May 19, 2019, from Abacus: https://www.abacusnews.com/digital-life/muslim-gamers- boycott-pubg-mobile-insulting-holy-site/article/3003177
- Yin, R. K. (2012). Applications of Case Study Research (3rd ed.). Sage Publications.
Cite this article
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APA : Warrich, H. U. R., Jamil, S., & Khan, F. R. (2020). Behavioral Escalation: Video Games as a Tool of Hybrid War. Global Mass Communication Review, V(I), 68-82. https://doi.org/10.31703/gmcr.2020(V-I).06
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CHICAGO : Warrich, Haseeb Ur Rehman, Sahrish Jamil, and Fazal Rahim Khan. 2020. "Behavioral Escalation: Video Games as a Tool of Hybrid War." Global Mass Communication Review, V (I): 68-82 doi: 10.31703/gmcr.2020(V-I).06
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HARVARD : WARRICH, H. U. R., JAMIL, S. & KHAN, F. R. 2020. Behavioral Escalation: Video Games as a Tool of Hybrid War. Global Mass Communication Review, V, 68-82.
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MHRA : Warrich, Haseeb Ur Rehman, Sahrish Jamil, and Fazal Rahim Khan. 2020. "Behavioral Escalation: Video Games as a Tool of Hybrid War." Global Mass Communication Review, V: 68-82
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MLA : Warrich, Haseeb Ur Rehman, Sahrish Jamil, and Fazal Rahim Khan. "Behavioral Escalation: Video Games as a Tool of Hybrid War." Global Mass Communication Review, V.I (2020): 68-82 Print.
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OXFORD : Warrich, Haseeb Ur Rehman, Jamil, Sahrish, and Khan, Fazal Rahim (2020), "Behavioral Escalation: Video Games as a Tool of Hybrid War", Global Mass Communication Review, V (I), 68-82
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TURABIAN : Warrich, Haseeb Ur Rehman, Sahrish Jamil, and Fazal Rahim Khan. "Behavioral Escalation: Video Games as a Tool of Hybrid War." Global Mass Communication Review V, no. I (2020): 68-82. https://doi.org/10.31703/gmcr.2020(V-I).06