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  "name": "A qualitative study of participant experience with skill gaming machines in comparison to electronic gaming machines",
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      "name": "S. M. Gainsbury"
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  "creditText": "Gainsbury, S. M., Philander, K., & Blaszczynski, A. (2020). A qualitative study of participant experience with skill gaming machines in comparison to electronic gaming machines. International Gambling Studies, 20(3), 452-465.",
  "description": "Uses focus groups after participants try conventional and skill-based gambling machines to explore their experiences. Players recognized a role for skill but often misunderstood how it affected outcomes, highlighting the importance of clear product information as these games develop.",
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