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In 911 Paramedic, players assume the role of a paramedic and rush to the scenes of accidents on the streets of Los Angeles. Players can handle over thirty real-life emergency situations.
In this Nintendo Wii exergame, players move their upper and lower bodies by using the Wii remote and a game mat. This game involves more than a dozen fast-paced activities, such as log jumping, river rafting, and a minecart adventure.
“The game follows our character, Richard, in his dream world where he goes on the offensive and attacks back! He wards off a variety of allergens from pollen and pet dander to shellfish and dairy.”
"Designed for children and teens ages 10 to 15, Blood Tests: Exploring Our Incredible Blood is an interactive online program designed to introduce users to the fascinating facts that can be learned
"In this game you have to blood type three patients and give them blood transfusions. Are you able to do that?
Developed by Electronic Arts for the Nintendo Wii, this is a music and dance game in which players sing, perform, and dance as if they were really on stage. Players earn points based on how well they match the rhythm and pitch.
"This fast-paced game relies on a keen knowledge of food containing vitamin B1 and good keyboard skills to save lives.
Didget is a blood glucose meter from Bayer that connects with a Nintendo DS or Nintendo DS Lite handheld game system.
Similar to the game Space Invaders, Drug Watch requires players to shoot the word No at drugs that are being thrown at them by drug dealers. Players who are hit by drugs too many times die from a drug overdose.
"Students use scientific inquiry by engaging in true-to-life drug related mysteries while learning about the science behind alcohol, tobacco, inhalants and other drugs — all while having fun!"
Earn the Stars is a merit-based tool for educating, motivating, recognizing and rewarding children to make good choices about nutrition and participating in physical activities.
"This game lets you explore the key elements of the electrocardiogram from how to place the electrodes on the body for measuring the heart beats to how to analyze the mountains and valleys in the E
Fitting CF into your Everyday Life was developed by the Starlight Children’s Foundation to help teens living with cystic fibrosis manage the disease and adhere to treatments.
"Imagine That! is a Simulation Game of Drinking-Related Choices created by Linda C. Lederman, Ph. D. Rutgers University."
This free, downloadable game teaches about the immune system and is targeted to high school and college students.
"Go through ten interactive stops and find out how our immune system protects us and sometimes could harm us."
"In this game, you are a trainee soldier of the Immune System Defense Forces, defending a human against bacterial infection. You have two missions to complete.
"The Web Wise Kids cell phone safety program for middle school children is titled It's Your Call.
Developed by several universities, Let’s Talk About It is an interactive game that focuses on the perceptions college students have about campus drinking behaviors.
"Written by adolescents with kidney disease, Living With Kidney DiseaseTM is an interactive
"Mirror Image tells the story of teenagers Sheena and Megan, best friends who are victimized by a criminal who uses the Internet to lure young women with promises of modeling contracts and online r
Missing teaches players about the risks of interacting with strangers on the Internet. The game presents a story about a kid who went missing after leaving to meet a person they had met online.
"Are you up to this nutrition challenge? Explore our kitchen and find out. You can open the fridge, snoop in the cabinet, and even play the message on the answering machine."
Pamoja Mtaani (Together in the Hood) is a multi-player game intended to alter the attitudes, behaviors, and risk perceptions around HIV.
Positive Gaming iDANCE2 System is a multi-player machine dance software that allows 32 people to play simultaneously with real time performance feedback.
Quest for the Code is a free, online game that focuses on asthma management and how to avoid asthmatic triggers.
Re-Mission is a free adventure game designed to help young patients with cancer overcome their fears and feel more in control of their conditions.
In a side-scrolling Nintendo console adventure game, players guide experimental surgeon Rex Ronan as he shrinks to near-microscopic size, enters the body of his patient who is dying from tobacco-
RU SURE? is a simulation game designed to engage students in thinking about their drinking. Players of this game will be faced with making alcohol-related decisions that can lead to serious consequences.
Sickle Cell Slime-O-Rama is intended to help children with sickle cell disease feel better about themselves and gain a greater understanding of their condition.Players are contestants on a game sho
"In contrast to other programs that focus primarily on in-school behaviors, My Community is all about enhancing a child's social skills and personal safety in the larger world outside the classroom
School Rules! is a software program designed to educate tweens and teens about appropriate behaviors in and outside the classroom.
"School Rules! Volume 2 takes up where School Rules! Volume 1 leaves off, teaching social interpretation skills during unstructured times when social rules are most challenging.
"Spinal Tap: Discovering the Secrets of Spinal Fluid is an interactive online game which was developed as a tool for children and teens ages 10 to 14 to actively explore information about the spina
Super Sleuths is an educational game designed to teach seventh grade students about science and scientific exploration.
"In this game your dog has type-1 diabetes. This is a very serious disease. With proper treatment, however, your dog can live a happy life for many years.
"When a legendary ancient king returns to enslave the world, a young boy named Oz must awaken the hero within.
"In this game you perform the classic split brain experiment used by Nobel Laureate Roger Sperry when he discovered differences between the right and left hemispheres of the brain."
Watch, Discover, Think, and Act is a computer game designed to educate children about how to properly manage their asthma.
"Whyville was launched in 1999 as a virtual city for engaging young people in constructive educational activities while promoting socially responsible behavior.
Zamzee is an online rewards program for young teens powered by their physical activity.
Rushton, D. N. (1981). “Space Invader” epilepsy. Lancet, 1(8218), 501.
Chan, P. A., & Rabinowitz, T. (2006). A cross-sectional analysis of video games and attention deficit hyperactivity disorder symptoms in adolescents. Annals of General Psychiatry, 5, 16.
Charlton, J. P. (2002). A factor-analytic investigation of computer 'addiction' and engagement. British Journal of Psychology, 93(3), 329-344.
Willoughby, T. (2008). A short-term longitudinal study of internet and computer game use by adolescent boys and girls: Prevalence, frequency of use, and psychosocial. Developmental Psychology, 44(1), 195-204.
Anand, V. (2007). A study of time management: The correlation between video game usage and academic performance markers. Cyberpsychology and Behavior, 10(4), 552-559.
Kato, P. M., Cole, S. W., Bradlyn, A. S., & Pollock, B. H. (2008). A video game improves behavioral outcomes in adolescents and young adults with cancer: A randomized trial. Pediatrics, 122(2), E305-E317.
Green, C. S., & Bavelier, D. (2003). Action video game modifies visual selective attention. Nature, 423(6939), 534-537.
Biddiss, E., & Irwin, J. (2010). Active video games to promote physical activity in children and youth a systematic review. Archives of Pediatrics & Adolescent Medicine, 164(7), 664-672.
Fawkner, S. G., Niven, A., Thin, A. G., MacDonald, M. J., & Oakes, J. R. (2010). Adolescent girls' energy expenditure during dance simulation active computer gaming. Journal of Sports Sciences, 28(1), 61-65.
Beullens, K., Roe, K., & Van den Bulck, J. (2008). Adolescent health brief: Video games and adolescents' intentions to take risks in traffic. Journal of Adolescent Health, 43(1), 87-90.
Paperny, D. M., & Starn, J. R. (1989). Adolescent pregnancy prevention by health education computer games: Computer-assisted instruction of knowledge and attitudes. Pediatrics, 83(5), 742-752.
Shrimpton, B., & Hurworth, R. (2005). Adventures in evaluation: Reviewing a cd-rom based adventure game designed for young people recovering from psychosis. Journal of Educational Multimedia and Hypermedia, 14(3), 273-290.
Tan, B., Aziz, A. R., Chua, K., & Teh, K. C. (2002). Aerobic demands of the dance simulation game. International Journal of Sports Medicine, 23(2), 125-129.
Griffiths, M. D. (1991). Amusement machine playing in childhood and adolescence: A comparative analysis of video games and fruit machines. Journal of Adolescence, 14(1), 53-73.
Anderson, C. A. (2004). An update on the effects of playing violent video games. Journal of Adolescence, 27(1), 113-122.
Bioulac, S., Arfi, L., & Bouvard, M. P. (2008). Attention deficit/hyperactivity disorder and video games: A comparative study of hyperactive and control children. European Psychiatry, 23(2), 134-141.
Smyth, J. M. (2007). Beyond self-selection in video game play: An experimental examination of the consequences of massively multiplayer online role-playing game play. Cyberpsychology and Behavior, 10(5), 717-721.
Kappes, B. M., & Thompson, D. L. (1985). Biofeedback vs. video games: Effects on impulsivity, locus of control and self-concept with incarcerated juveniles. Journal of Clinical Psychology, 41(5), 698-706.
Griffiths, M. (2004). Can videogames be good for your health? Journal of Health Psychology, 9(3), 339-344.
Borusiak, P., Bouikidis, A., Liersch, R., & Russell, J. B. (2008). Cardiovascular effects in adolescents while they are playing video games: A potential health risk factor? Psychophysiology, 45(2), 327-332.
McDougall, J., & Duncan, M. J. (2008). Children, video games and physical activity: An exploratory study. International Journal on Disability and Human Development, 7(1), 89-94.
Griffiths, M. D., & Hunt, N. (1995). Computer game playing in adolescence: Prevalence and demographic indicators. Journal of Community and Applied Social Psychology, 5(3), 189-194.
Colwell, J., Grady, C., & Rhaki, S. (1995). Computer games, self-esteem and gratification of needs in adolescents. Journal of Community and Applied Social Psychology, 5(3), 195-206.
Mcclurg, P. A., & Chaille, C. (1987). Computer games: Environments for developing spatial cognition? Journal of Educational Computing Research, 3(1), 95-111.
Decreasing excessive media usage while increasing physical activity: A single-subject research study
Larwin, K. H., & Larwin, D. A. (2008). Decreasing excessive media usage while increasing physical activity: A single-subject research study. Behavior Modification, 32(6), 938-956.
Griffiths, M. D., & Hunt, N. (1998). Dependence on computer games by adolescents. Psychological Reports, 82(2), 475-480.
Papastergiou, M. (2009). Digital game-based learning in high school computer science education: Impact on educational effectiveness and student motivation. Computers and Education, 52(1), 1-12.
Straker, L., & Abbott, R. (2007). Effect of screen-based media on energy expenditure and heart rate in 9- to 12-year-old children. Pediatric Exercise Science, 19(4), 459-471.
Effects of video game playing on measures of spatial performance: Gender effects in late adolescence
Okagaki, L., & Frensch, P. A. (1994). Effects of video game playing on measures of spatial performance: Gender effects in late adolescence. Journal of Applied Developmental Psychology, 15(1), 33-58.
Hart, G. M., Johnson, B., Stamm, B., Angers, N., Robinson, A., Lally, T., & Fagley, W. H. (2008). Effects of video games on adolescents and adults. Cyberpsychology and Behavior, 12(1), 63-65.
Maeda, Y., Kurokawa, T., Sakamoto, K., Kitamoto, I., Ueda, K., & Tashima, S. (1990). Electroclinical study of video-game epilepsy. Developmental Medicine and Child Neurology, 32(6), 493-500.
Resnick, H. (1986). Electronic technology and rehabilitation: A computerized simulation game for youthful offenders. Simulation & Gaming, 17(4), 460-466.
White, K., Schofield, A., & Kilding, A. E. (2011). Energy expended by boys playing active video games. Journal of Science and Medicine in Sport, 14(2), 130-134.
Graves, L., Stratton, G., Ridgers, N. D., & Cable, N. T. (2008). Energy expenditure in adolescents playing new generation computer games. British Journal of Sports Medicine, 42(7), 592-594.
Mellecker, R. R., Lanningham-Foster, L., Levine, J. A., & McManus, A. M. (2010). Energy intake during activity enhanced video game play. Appetite, 55(2), 343-347.
Green, C. S., & Bavelier, D. (2006). Enumeration versus multiple object tracking: The case of action video game players. Cognition, 101(1), 217-245.
Silver, M., & Oakes, P. (2001). Evaluation of a new computer intervention to teach people with autism or asperger syndrome to recognize and predict emotions in others. Autism, 5(3), 299-316.
Pope, A. T., & Bogart, E. H. (1996). Extended attention span training system: Video game neurotherapy for attention deficit disorder. Child Study Journal, 26(1), 39-51.
Kato, P. M., & Beale, I. L. (2006). Factors affecting acceptability to young cancer patients of a psychoeducational video game about cancer. Journal of Pediatric Oncology Nursing, 23(5), 269-275.
Coyne, S. M., Padilla-Walker, L. M., Stockdale, L., & Day, R. D. (2011). Game on. . . girls: Associations between co-playing video games and adolescent behavioral and family outcomes. Journal of Adolescent Health, 49(2), 160-165.
Roberts, D., Foehr, U., & Rideout, V. (2005). Generation M: Media in the Lives of 8-18 Year-Olds. A Kaiser Family Foundation Study, Menlo Park, CA.
Dahlquist, N. R., Mellinger, J. F., & Klass, D. W. (1983). Hazard of video games in patients with light-sensitive epilepsy. The Journal of the American Medical Association, 249(6), 776-777.
Langley Research Center. (2001). Helping video games rewire “our minds”. Hampton, Virginia: Pope, A. T., & Palsson, O. S.
Fisher, S. (1994). Identifying video game addiction in children and adolescents. Addictive Behaviors, 19(5), 545-553.
Exner, A. (2010). Impact of cooperative versus competitive exergame play on overweight and obese adolescents’ physical, socio-emotional, and cognitive health. Dissertation Abstracts International, 72(2), 1-84.
Shaw, R., Grayson, A., & Lewis, V. (2009). Inhibition, ADHD, and computer games: The inhibitory performance of children with adhd on computerized tasks and games. Journal of Attention Disorders, 8(4), 160-168.
Herndon, C. D., Decambre, M., & McKenna, P. H. (2001). Interactive computer games for treatment of pelvic floor dysfunction. Journal of Urology, 166(5), 1893-1898.
Cole, S.W., Yoo, D.J., Knutson, B. (2012) Interactivity and reward-related neural activation during a serious videogame. PLoS ONE, 7(3), e33909.
Krishna, S., Francisco, B. D., Balas, E. A., Konig, P., Graff, G. R., & Madsen, R. W. (2003). Internet-enabled interactive multimedia asthma education program: A randomized trial. Pediatrics, 111(3), 503-510.
Emes, C. E. (1997). Is mr. pac man eating our children? A review of the effect of video games on children. Canadian Journal of Psychiatry, 42(4), 409-414.
Roberts, D., Foehr, U., Rideout, V., & Brodie, M. (1999). Kids and Media at the New Millennium. The Henry J. Kaiser Family Foundation Report, Menlo Park, CA.
Management of chronic pediatric diseases with interactive health games: Theory and research findings
Lieberman, D. A. (2001). Management of chronic pediatric diseases with interactive health games: Theory and research findings. Journal of Ambulatory Care Management, 24(1), 26-38.
Tejeiro-Salguero, R. A., & Moran, R. M. (2002). Measuring problem video game playing in adolescents. Addiction, 97(12), 1601-1606.
Roberts, D. F. (2000). Media and Youth: Access, Exposure, and Privatization. Journal of Adolescent Health, 27(S), 2, New York, NY.
Schneider, M., Dunton, G. F., & Cooper, D. M. (2007). Media use and obesity in adolescent females. Obesity, 15(9), 2338-2335.
Grynszpan, O., Martin, J. C., & Nadel, J. (2008). Multimedia interfaces for users with high functioning autism: An empirical investigation. International Journal of Human-Computer Studies, 66(8), 628-639.
Colwell, J. (2007). Needs met through computer game play among adolescents. Personality and Individual Differences, 43(8), 2072-2082.
Colwell, J., & Payne, J. (2000). Negative correlates of computer game play in adolescents. British Journal of Psychology, 91(3), 295-310.
Griffiths, M. D., Davies, M. N., & Chappell, D. (2004). Online computer gaming: A comparison of adolescent and adult gamers. Journal of Adolescence, 27(1), 87-96.
Overweight/obesity and factors associated with body mass index during adolescence: The VYRONAS study
Wang, C. K., Khoo, A., Liu, W. C., & Divaharan, S. (2008). Passion and intrinsic motivation in digital gaming. Cyberpsychology and Behavior, 11(1), 39-45.
Goudarzi, V., & Tomic, S. (2006). PEDdo: Steps to a healthy lifestyle. In CHI '06 Extended Abstracts on Human Factors in Computing Systems (Montréal, Québec, Canada, April 22 - 27, 2006). CHI '06. New York, NY: ACM.
Segal, K. R., & Dietz, W. H. (1991). Physiologic responses to playing a video game. American Journal of Diseases of Children, 145(9), 1034-1036.
Ivarsson, M., Anderson, M., Akerstedt, T., & Lindblad, F. (2009). Playing a violent television game affects heart rate variability. Acta Paediatrica, 98(1), 166-172.
Karim, S. A. (2005). PlayStation thumb – a new epidemic in children. South African Medical Journal, 95(6), 412.
Predicting Children's Media Use in the USA: Differences in Cross-Sectional and Longitudinal Analysis
Lee, S., Bartolic, S., & Vandewater, E. (2009). Predicting Children's Media use in the USA: Differences in Cross-Sectional and Longitudinal Analysis. The British Psychological Society, 27(1), United States.
Nemire, K., Beil, J., & Swan, R. W. (1999). Preventing teen smoking with virtual reality. Cyberpsychology and Behavior, 2(1), 35-47.
Johansson, A., & Gotestam, K. G. (2004). Problems with computer games without monetary reward: Similarity to pathological gambling. Psychological Reports, 95(2), 641-650.
Larose, S., Gagnon, S., Ferland, C., & Pepin, M. (1989). Psychology of computers: XIV Cognitive rehabilitation through computer games. Perceptual and Motor Skills, 69(3), 851-858.
Cummings, H. M., & Vandewater, E. A. (2007). Relation of adolescent video game play to time spent in other activities. Archives of Pediatrics and Adolescent Medicine, 161(7), 684-689.
Lennon, J. L. (2006). Reports & communications: Debriefings of web-based malaria games. Simulation and Gaming, 37(3), 350-356.
Griffiths, M., & Wood, R. T. (2000). Risk factors in adolescence: The case of gambling, videogame playing, and the internet. Journal of Gambling Studies, 16(39847), 199-225.
Rey-Lopez, L. P., Vicente-Rodriguez, G., Biosca, M., & Moreno, L. A. (2007). Sedentary behaviour and obesity development in children and adolescents. Nutrition, Metabolism, and Cardiovascular Diseases, 18(3), 242-251.
Rabbitt, P., Banerji, N., & Szymanski, A. (1989). Space fortress as an IQ test? Predictions of learning and of practised performance in a complex interactive video-game. Acta Psychologica, 71(3), 243-257.
Goh, D. H., Ang, R. P., & Tan, H. C. (2008). Strategies for designing effective psychotherapeutic gaming interventions for children and adolescents. Computers in Human Behavior, 24(5), 2217-2235.
Matsuda, G., & Hiraki, K. (2006). Sustained decrease in oxygenated hemoglobin during video games in the dorsal prefrontal cortex: A NIRS study of children. NeuroImage, 29(3), 706-711.
Lenhart, A., Madden, M., & Hitlin, P. (2005). Teens and technology: Youth are leading the transformation to a fully wired and mobile nation. Pew Internet and American Life Project, Washington, D.C.
Robinson, T. N., Chen, H. L., & Killen, J. D. (1998). Television and music video exposure and risk of adolescent alcohol use. Pediatrics, 102(5), E54.
Graves, L. E., Ridgers, N. D., & Stratton, G. (2008). The contribution of upper limb and total body movement to adolescents' energy expenditure whilst playing Nintendo Wii. European Journal of Applied Physiology, 104(4), 617-623.
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Castel, A. D., Pratt, J., & Drummond, E. (2005). The effects of action video game experience on the time course of inhibition of return and the efficiency of visual search. Acta Psychologica, 119(2), 217-230.
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Chen, M. Y., Liou, Y. M., & Wu, J. Y. (2008). The relationship between TV/ computer time and adolescents' health-promoting behavior: A secondary data analysis. Journal of Nursing Research, 16(1), 75-85.
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Bordnick, P. S., Traylor, A. C., Graap, K. M., Copp, H. L., & Brooks, J. (2005). Virtual reality cue reactivity assessment: A case study in a teen smoker. Applied Psychophysiology and Biofeedback, 30(3), 187-193.
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Robinson, R. J., Barron, D. A., Grainger, A. J., & Venkatesh, R. (2008). Wii knee. Emergency Radiology, 15(4), 255-257.
Staiano, A. E. & Calvert, S. L. (2011). Wii tennis play as physical activity in low-income African American adolescents. CyberPsychology, 5.
"CheckYourself.com is a unique resource. It's a place for older teens to think in a focused way about their relationship with drugs and alcohol, and invites them to consider whether their substance use risks turning into a problem for them."
"Funschool offers free online educational elementary games for kids as well as printable activities, coloring and crafts that will help kids learn and get ready for school."
Humana Games for Health develops health-related games and offers recent news, research, and links to play games that provide physical and mental workouts.
"Free online games with high score boards. Compete with your friends or the world."
Super Smart Games provides user-rated reviews and detailed descriptions of games judged to be healthy or educational for kids, teens, or adults. Visitors can search and find games based on category, platform, age group, and subject.
At Ayogo, we’re helping people change their lives, one fun social game at a time.
"B*tween Productions, Inc. is the developer of the Beacon Street Girls® (BSG), a consumer/entertainment brand committed to the health and well being of girls ages 9-13.
"Chrysler Motors LLC, through its subsidiaries, engineers and produces automobiles. It provides caravans, trucks, and jeep vehicles.
"Controlled Chaos takes the best aspects of the Video Game Industry and uses them to make the best and most profitable games possible, while shedding some of the industry’s less prosperous trends a
"At Digital Praise, Inc. we believe that children's games can be fun, exciting and engaging while encouraging positive values such as responibility, forgiveness, and kindness.
"Global Kids, Inc. is a nationally recognized leader in using digital media to promote global awareness and youth civic engagement.
"Founded in 1992, Humongous creates edutainment and entertainment PC games for kids. The company was founded as Humongous Entertainment, Inc. in 1992 and changed its name to Humongous, Inc. in 2006."
"Hyperspace Cowgirls was an American developer of video games for young girls, CD-ROMs, and web sites. Based in Manhattan, they… shut down in 2002."
"Jennifer Ann's Group is an Atlanta-based NGO that has been working to prevent teen dating violence since 2006.
"KidsHealth is the largest and most-visited site on the Web providing doctor-approved health information about children from before birth through adolescence.
"Morphonix™ is developing a series of video games which make abstract concepts of brain science fun and comprehensible to children and teens.
"The mission of MADD is to stop drunk driving, support the victims of this violent crime and prevent underage drinking." MADD published Road Ready Teens: Streetwise.
Developer of the game Positive or Not, "mtvU is MTV Networks' Peabody and Emmy Award-winning 24-hour college network-the largest and most comprehensive media network just for college students."
Developer of many games including the Brains Rule Games and Sara’s Quest, "NIDA's mission is to lead the Nation in bringing the power of science to bear on drug abuse and addiction."
"Natsume started publishing interactive games in 1990 in Burlingame, California (near San Francisco).
"Nickelodeon, now in its 30th year, is the number-one entertainment brand for kids. It has built a diverse, global business by putting kids first in everything it does.
"The mission of Nobel Media is to spread information and knowledge about the Nobel Prize and the Nobel Laureates and their Nobel Prize awarded achievements.
"Playnormous is an online community for children ages 6 to 15, their parents, and teachers to play fun casual games for health."
Realtime Associates is an independent video game studios that work in a variety of areas from educational and music-themed toys to console, handheld and PC games to graphic-intensive military simulations.
"Remedy Entertainment Ltd., a privately held developer of action computer games, game franchises and leading edge 3D game technology is based in Espoo, Finland.
"Branching out from book publishing, New York based Simon & Schuster formed Simon & Schuster Interactive. The company specializes in publishing games of all genres."
"Our Mission: To consolidate and build on the achievements of the past five years in improving access to health care for all and reducing inequity, and to focus on working in partnership with other
WaveQuest, Inc. was a game developer specializing in serious and edutainment games.
"XGen Studios is an award-winning developer, publisher, and technology provider for the Web, WiiWare, and iPhone.
"Comprised of media and insights divisions, Youth Pulse is the leading authority on youth.
Zamzee Co. was established in 2010 by HopeLab, founded by philanthropist Pam Omidyar. HopeLab is funded by Pam and her husband, eBay founder and chairman Pierre Omidyar.
































































































































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