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Computerspiele [[electronic resource] ] : Fluch oder Segen? : die Nutzer, die Gefahren, die Lernpotentiale, der Umgang / / Christian Schmitt
Computerspiele [[electronic resource] ] : Fluch oder Segen? : die Nutzer, die Gefahren, die Lernpotentiale, der Umgang / / Christian Schmitt
Autore Schmitt Christian
Pubbl/distr/stampa Hamburg, : Diplomica Verlag, 2011
Descrizione fisica 1 online resource (122 p.)
Disciplina 306.4/87
Soggetto topico Computer games - Social aspects
Computer games - Psychological aspects
Soggetto genere / forma Electronic books.
ISBN 3-8428-0495-4
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione ger
Nota di contenuto CONTENTS; 1. EINLEITUNG; 2. DIE NUTZUNGSMOTIVE FÜR COMPUTERSPIELE; 2.1 Beschreibungen der Genres; 2.2 Computerspiele als Spielzeug; 2.3 Die Funktionen des Spiels (Exkurs in die Spieltheorie); 2.4 Computerspiele als Kulturgut; 2.5 Nutzerstruktur; 2.6 Die Grundelemente der Bildschirmspiele; 2.7 Genrepräferenzen; 2.8 Motivationspotentiale von Computerspielen; 3. ANSÄTZE UND THEORIEN DER MEDIENWIRKUNGSFORSCHUNG; 3.1 Neurobiologische Erklärungen; 3.2 Transfermodell nach Fritz; 4. GEWALT IN COMPUTERSPIELEN; 4.1 Gewalt und Aggression; 4.2 Faszination virtueller Gewalt
4.3 Theorien zum Zusammenhang von medialer und realer Gewalt4.4 Untersuchungen von Auswirkungen medialer Gewalt; 4.5 Empathiereduktion; 4.6 Waffentraining; 4.7 Altersfreigabensysteme; 4.7 Zusammenfassung Fazit Folgerung; 5. COMPUTERSPIELSUCHT; 5.1 Die Zielgruppe für Onlinerollenspiele; 5.2 MMORPG`s und ihre Funktionsweise; 5.3 Die Rolle der Spielergemeinschaften in MMORPG`s; 5.4 Die 4 Spielertypen nach Bartel wie Spieler sich in MMORPG`s bewegen; 5.5 Neurobiologische Aspekte; 5.6 Diagnose und Nosologische Einordnung; 5.7 Therapie Beratungsangebote; 5.8 Zusammenfassung/ Fazit
6. LERNPOTENTIALE VON COMPUTERSPIELEN6.1 Kompetenzerwerb durch das Computerspielen; 6.2 Machinimas; 6.3 Edutainment und Serious Games; 7. PÄDAGOGISCHE KONZEPTE UND IDEEN; 7.1 Die Rolle des Körperlichen; 7.2 Hardliner Konzept nach Wiemken; 7.3 Projekte und Konzepte; 7.4 Die Rolle der Eltern; 7.5 Ideen für Projekte; 7.6 Informationsangebote; 7.7 Konsequenzen und Forderungen; 8. FAZIT; 9. LITERATURVERZEICHNIS; AUTORENVITA
Record Nr. UNINA-9910461346103321
Schmitt Christian  
Hamburg, : Diplomica Verlag, 2011
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Computerspiele [[electronic resource] ] : Fluch oder Segen? : die Nutzer, die Gefahren, die Lernpotentiale, der Umgang / / Christian Schmitt
Computerspiele [[electronic resource] ] : Fluch oder Segen? : die Nutzer, die Gefahren, die Lernpotentiale, der Umgang / / Christian Schmitt
Autore Schmitt Christian
Pubbl/distr/stampa Hamburg, : Diplomica Verlag, 2011
Descrizione fisica 1 online resource (122 p.)
Disciplina 306.4/87
Soggetto topico Video games - Social aspects
Video games - Psychological aspects
ISBN 3-8428-1674-X
3-8428-0495-4
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione ger
Nota di contenuto CONTENTS; 1. EINLEITUNG; 2. DIE NUTZUNGSMOTIVE FÜR COMPUTERSPIELE; 2.1 Beschreibungen der Genres; 2.2 Computerspiele als Spielzeug; 2.3 Die Funktionen des Spiels (Exkurs in die Spieltheorie); 2.4 Computerspiele als Kulturgut; 2.5 Nutzerstruktur; 2.6 Die Grundelemente der Bildschirmspiele; 2.7 Genrepräferenzen; 2.8 Motivationspotentiale von Computerspielen; 3. ANSÄTZE UND THEORIEN DER MEDIENWIRKUNGSFORSCHUNG; 3.1 Neurobiologische Erklärungen; 3.2 Transfermodell nach Fritz; 4. GEWALT IN COMPUTERSPIELEN; 4.1 Gewalt und Aggression; 4.2 Faszination virtueller Gewalt
4.3 Theorien zum Zusammenhang von medialer und realer Gewalt4.4 Untersuchungen von Auswirkungen medialer Gewalt; 4.5 Empathiereduktion; 4.6 Waffentraining; 4.7 Altersfreigabensysteme; 4.7 Zusammenfassung Fazit Folgerung; 5. COMPUTERSPIELSUCHT; 5.1 Die Zielgruppe für Onlinerollenspiele; 5.2 MMORPG`s und ihre Funktionsweise; 5.3 Die Rolle der Spielergemeinschaften in MMORPG`s; 5.4 Die 4 Spielertypen nach Bartel wie Spieler sich in MMORPG`s bewegen; 5.5 Neurobiologische Aspekte; 5.6 Diagnose und Nosologische Einordnung; 5.7 Therapie Beratungsangebote; 5.8 Zusammenfassung/ Fazit
6. LERNPOTENTIALE VON COMPUTERSPIELEN6.1 Kompetenzerwerb durch das Computerspielen; 6.2 Machinimas; 6.3 Edutainment und Serious Games; 7. PÄDAGOGISCHE KONZEPTE UND IDEEN; 7.1 Die Rolle des Körperlichen; 7.2 Hardliner Konzept nach Wiemken; 7.3 Projekte und Konzepte; 7.4 Die Rolle der Eltern; 7.5 Ideen für Projekte; 7.6 Informationsangebote; 7.7 Konsequenzen und Forderungen; 8. FAZIT; 9. LITERATURVERZEICHNIS; AUTORENVITA
Record Nr. UNINA-9910789524703321
Schmitt Christian  
Hamburg, : Diplomica Verlag, 2011
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Computerspiele [[electronic resource] ] : Fluch oder Segen? : die Nutzer, die Gefahren, die Lernpotentiale, der Umgang / / Christian Schmitt
Computerspiele [[electronic resource] ] : Fluch oder Segen? : die Nutzer, die Gefahren, die Lernpotentiale, der Umgang / / Christian Schmitt
Autore Schmitt Christian
Pubbl/distr/stampa Hamburg, : Diplomica Verlag, 2011
Descrizione fisica 1 online resource (122 p.)
Disciplina 306.4/87
Soggetto topico Video games - Social aspects
Video games - Psychological aspects
ISBN 3-8428-1674-X
3-8428-0495-4
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione ger
Nota di contenuto CONTENTS; 1. EINLEITUNG; 2. DIE NUTZUNGSMOTIVE FÜR COMPUTERSPIELE; 2.1 Beschreibungen der Genres; 2.2 Computerspiele als Spielzeug; 2.3 Die Funktionen des Spiels (Exkurs in die Spieltheorie); 2.4 Computerspiele als Kulturgut; 2.5 Nutzerstruktur; 2.6 Die Grundelemente der Bildschirmspiele; 2.7 Genrepräferenzen; 2.8 Motivationspotentiale von Computerspielen; 3. ANSÄTZE UND THEORIEN DER MEDIENWIRKUNGSFORSCHUNG; 3.1 Neurobiologische Erklärungen; 3.2 Transfermodell nach Fritz; 4. GEWALT IN COMPUTERSPIELEN; 4.1 Gewalt und Aggression; 4.2 Faszination virtueller Gewalt
4.3 Theorien zum Zusammenhang von medialer und realer Gewalt4.4 Untersuchungen von Auswirkungen medialer Gewalt; 4.5 Empathiereduktion; 4.6 Waffentraining; 4.7 Altersfreigabensysteme; 4.7 Zusammenfassung Fazit Folgerung; 5. COMPUTERSPIELSUCHT; 5.1 Die Zielgruppe für Onlinerollenspiele; 5.2 MMORPG`s und ihre Funktionsweise; 5.3 Die Rolle der Spielergemeinschaften in MMORPG`s; 5.4 Die 4 Spielertypen nach Bartel wie Spieler sich in MMORPG`s bewegen; 5.5 Neurobiologische Aspekte; 5.6 Diagnose und Nosologische Einordnung; 5.7 Therapie Beratungsangebote; 5.8 Zusammenfassung/ Fazit
6. LERNPOTENTIALE VON COMPUTERSPIELEN6.1 Kompetenzerwerb durch das Computerspielen; 6.2 Machinimas; 6.3 Edutainment und Serious Games; 7. PÄDAGOGISCHE KONZEPTE UND IDEEN; 7.1 Die Rolle des Körperlichen; 7.2 Hardliner Konzept nach Wiemken; 7.3 Projekte und Konzepte; 7.4 Die Rolle der Eltern; 7.5 Ideen für Projekte; 7.6 Informationsangebote; 7.7 Konsequenzen und Forderungen; 8. FAZIT; 9. LITERATURVERZEICHNIS; AUTORENVITA
Record Nr. UNINA-9910814948003321
Schmitt Christian  
Hamburg, : Diplomica Verlag, 2011
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Ethnographies of the videogame [[electronic resource] ] : gender, narrative and praxis / / Helen Thornham
Ethnographies of the videogame [[electronic resource] ] : gender, narrative and praxis / / Helen Thornham
Autore Thornham Helen
Pubbl/distr/stampa Farnham, Surrey, England ; ; Burlington, Vt., : Ashgate, c2011
Descrizione fisica 1 online resource (218 p.)
Disciplina 306.4/87
Soggetto topico Video games
Video games - Social aspects
Soggetto genere / forma Electronic books.
ISBN 1-317-14064-8
1-283-12870-5
9786613128706
0-7546-9940-4
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Contents; List of Figures; Acknowledgements; 1 Introductions: Videogames, Gender, Ethnography; 2 Constructing a Gendered Gaming Identity; 3 Articulating Pleasure: Gender, Technology and Power; 4 The Practices of Gameplay; 5 Bodies and Action; 6 Pleasure and the Imagined Gamer; 7 Conclusions: Towards a Theory of Domestic Videogaming; Appendix 1: Index and Statistics of Houses and Household Members; Appendix 2: Index of Interviews; Bibliography; Index
Record Nr. UNINA-9910459569903321
Thornham Helen  
Farnham, Surrey, England ; ; Burlington, Vt., : Ashgate, c2011
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Ethnographies of the videogame [[electronic resource] ] : gender, narrative and praxis / / Helen Thornham
Ethnographies of the videogame [[electronic resource] ] : gender, narrative and praxis / / Helen Thornham
Autore Thornham Helen
Pubbl/distr/stampa Farnham, Surrey, England ; ; Burlington, Vt., : Ashgate, c2011
Descrizione fisica 1 online resource (218 p.)
Disciplina 306.4/87
Soggetto topico Video games
Video games - Social aspects
ISBN 1-315-58056-X
1-317-14065-6
1-317-14064-8
1-283-12870-5
9786613128706
0-7546-9940-4
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Contents; List of Figures; Acknowledgements; 1 Introductions: Videogames, Gender, Ethnography; 2 Constructing a Gendered Gaming Identity; 3 Articulating Pleasure: Gender, Technology and Power; 4 The Practices of Gameplay; 5 Bodies and Action; 6 Pleasure and the Imagined Gamer; 7 Conclusions: Towards a Theory of Domestic Videogaming; Appendix 1: Index and Statistics of Houses and Household Members; Appendix 2: Index of Interviews; Bibliography; Index
Record Nr. UNINA-9910790056203321
Thornham Helen  
Farnham, Surrey, England ; ; Burlington, Vt., : Ashgate, c2011
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Ethnographies of the videogame [[electronic resource] ] : gender, narrative and praxis / / Helen Thornham
Ethnographies of the videogame [[electronic resource] ] : gender, narrative and praxis / / Helen Thornham
Autore Thornham Helen
Pubbl/distr/stampa Farnham, Surrey, England ; ; Burlington, Vt., : Ashgate, c2011
Descrizione fisica 1 online resource (218 p.)
Disciplina 306.4/87
Soggetto topico Video games
Video games - Social aspects
ISBN 1-315-58056-X
1-317-14065-6
1-317-14064-8
1-283-12870-5
9786613128706
0-7546-9940-4
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Contents; List of Figures; Acknowledgements; 1 Introductions: Videogames, Gender, Ethnography; 2 Constructing a Gendered Gaming Identity; 3 Articulating Pleasure: Gender, Technology and Power; 4 The Practices of Gameplay; 5 Bodies and Action; 6 Pleasure and the Imagined Gamer; 7 Conclusions: Towards a Theory of Domestic Videogaming; Appendix 1: Index and Statistics of Houses and Household Members; Appendix 2: Index of Interviews; Bibliography; Index
Record Nr. UNINA-9910817319203321
Thornham Helen  
Farnham, Surrey, England ; ; Burlington, Vt., : Ashgate, c2011
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Fandom [[electronic resource] ] : Identities and Communities in a Mediated World / / edited by Jonathan Gray, Cornel Sandvoss, and C. Lee Harrington ; with an afterword by Henry Jenkins
Fandom [[electronic resource] ] : Identities and Communities in a Mediated World / / edited by Jonathan Gray, Cornel Sandvoss, and C. Lee Harrington ; with an afterword by Henry Jenkins
Pubbl/distr/stampa New York, : New York University Press, c2007
Descrizione fisica 1 online resource (416 p.)
Disciplina 306.4/87
Altri autori (Persone) HarringtonC. Lee <1964->
SandvossCornel
GrayJonathan (Jonathan Alan)
Soggetto topico Popular culture - Psychological aspects
Subculture
Fans (Persons)
Soggetto genere / forma Electronic books.
ISBN 0-8147-4371-4
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Contents; Acknowledgments; Introduction; Part I: Fan Texts; The Death of the Reader?; Media Academics; Yoko in Cyberspace with Beatles Fans; Copyright Law, Fan Practices, and the Rights of the Author; Part II: Beyond Pop Culture; The News; The Fans of Cultural Theory; Bachies, Bardies, Trekkies, and Sherlockians; Fans of Chekhov; Part III: Spaces of Fandom; Place, Elective Belonging, and the Diffused Audience; On the Set of The Sopranos; A Sort of Homecoming; From Smart Fan to Backyard Wrestler; Part IV: Fan Audiences Worldwide; Global Fandom/Global Fan Studies; Between Rowdies and Rasikas
Beyond Kung-Fu and ViolenceHan Suk-kyu and the Gendered Cultural Economy of Stardom and Fandom; Part V: Shifting Contexts, Changing Fan Cultures; Loving Music; Girls Allowed?; Customer Relationship Management; Playing the Game; Part VI: Fans and Anti-Fans; Fan-tagonism; Untidy; The Anti-Fan within the Fan; A Vacancy at the Paris Hilton; The Other Side of Fandom; Afterword; Bibliography; About the Contributors; Index
Record Nr. UNINA-9910480677303321
New York, : New York University Press, c2007
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Fandom [[electronic resource] ] : Identities and Communities in a Mediated World / / edited by Jonathan Gray, Cornel Sandvoss, and C. Lee Harrington ; with an afterword by Henry Jenkins
Fandom [[electronic resource] ] : Identities and Communities in a Mediated World / / edited by Jonathan Gray, Cornel Sandvoss, and C. Lee Harrington ; with an afterword by Henry Jenkins
Pubbl/distr/stampa New York, : New York University Press, c2007
Descrizione fisica 1 online resource (416 p.)
Disciplina 306.4/87
Altri autori (Persone) HarringtonC. Lee <1964->
SandvossCornel
GrayJonathan (Jonathan Alan)
Soggetto topico Popular culture - Psychological aspects
Subculture
Fans (Persons)
Soggetto genere / forma Electronic books.
Soggetto non controllato Fandom
globalized
increasingly
life
mediated
modern
understanding
world
ISBN 0-8147-4371-4
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Contents; Acknowledgments; Introduction; Part I: Fan Texts; The Death of the Reader?; Media Academics; Yoko in Cyberspace with Beatles Fans; Copyright Law, Fan Practices, and the Rights of the Author; Part II: Beyond Pop Culture; The News; The Fans of Cultural Theory; Bachies, Bardies, Trekkies, and Sherlockians; Fans of Chekhov; Part III: Spaces of Fandom; Place, Elective Belonging, and the Diffused Audience; On the Set of The Sopranos; A Sort of Homecoming; From Smart Fan to Backyard Wrestler; Part IV: Fan Audiences Worldwide; Global Fandom/Global Fan Studies; Between Rowdies and Rasikas
Beyond Kung-Fu and ViolenceHan Suk-kyu and the Gendered Cultural Economy of Stardom and Fandom; Part V: Shifting Contexts, Changing Fan Cultures; Loving Music; Girls Allowed?; Customer Relationship Management; Playing the Game; Part VI: Fans and Anti-Fans; Fan-tagonism; Untidy; The Anti-Fan within the Fan; A Vacancy at the Paris Hilton; The Other Side of Fandom; Afterword; Bibliography; About the Contributors; Index
Record Nr. UNINA-9910789973903321
New York, : New York University Press, c2007
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Fandom [[electronic resource] ] : Identities and Communities in a Mediated World / / edited by Jonathan Gray, Cornel Sandvoss, and C. Lee Harrington ; with an afterword by Henry Jenkins
Fandom [[electronic resource] ] : Identities and Communities in a Mediated World / / edited by Jonathan Gray, Cornel Sandvoss, and C. Lee Harrington ; with an afterword by Henry Jenkins
Edizione [1st ed.]
Pubbl/distr/stampa New York, : New York University Press, c2007
Descrizione fisica 1 online resource (416 p.)
Disciplina 306.4/87
Altri autori (Persone) HarringtonC. Lee <1964->
SandvossCornel
GrayJonathan (Jonathan Alan)
Soggetto topico Popular culture - Psychological aspects
Subculture
Fans (Persons)
Soggetto genere / forma Electronic books.
Soggetto non controllato Fandom
globalized
increasingly
life
mediated
modern
understanding
world
ISBN 0-8147-4371-4
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Contents; Acknowledgments; Introduction; Part I: Fan Texts; The Death of the Reader?; Media Academics; Yoko in Cyberspace with Beatles Fans; Copyright Law, Fan Practices, and the Rights of the Author; Part II: Beyond Pop Culture; The News; The Fans of Cultural Theory; Bachies, Bardies, Trekkies, and Sherlockians; Fans of Chekhov; Part III: Spaces of Fandom; Place, Elective Belonging, and the Diffused Audience; On the Set of The Sopranos; A Sort of Homecoming; From Smart Fan to Backyard Wrestler; Part IV: Fan Audiences Worldwide; Global Fandom/Global Fan Studies; Between Rowdies and Rasikas
Beyond Kung-Fu and ViolenceHan Suk-kyu and the Gendered Cultural Economy of Stardom and Fandom; Part V: Shifting Contexts, Changing Fan Cultures; Loving Music; Girls Allowed?; Customer Relationship Management; Playing the Game; Part VI: Fans and Anti-Fans; Fan-tagonism; Untidy; The Anti-Fan within the Fan; A Vacancy at the Paris Hilton; The Other Side of Fandom; Afterword; Bibliography; About the Contributors; Index
Record Nr. UNINA-9910819294703321
New York, : New York University Press, c2007
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
The gameful world : approaches, issues, applications / / edited by Steffen P. Walz & Sebastian Deterding
The gameful world : approaches, issues, applications / / edited by Steffen P. Walz & Sebastian Deterding
Pubbl/distr/stampa Cambridge, Massachusetts : , : MIT Press, , [2014]
Descrizione fisica 1 online resource (ix, 687 pages) : illustrations
Disciplina 306.4/87
Soggetto topico Games - Social aspects
Play - Social aspects
Creative ability - Social aspects
Social psychology
Soggetto genere / forma Electronic books.
ISBN 0-262-32572-1
0-262-32571-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto An introduction to the gameful world / Steffen P. Walz and Sebastian Deterding Manifesto for a Ludic Century / Eric Zimmerman -- The ambiguity of games : histories and discourses of a gameful world / Sebastian Deterding -- Why gamification is bullshit / Ian Bogost -- Gamification as behavioral psychology / Conor Linehan, Ben Kirman, and Bryan Roche -- Contraludics / Mark Pesce -- Gamification and motivation / C. Scott Rigby -- Gamification and economics / Juho Hamari, Kai Huotari, and Juha Tolvanen -- Losing is fun / McKenzie Wark -- Pleasurable troublemakers : gamification and design / Marc Hassenzahl and Matthias Laschke -- Games as design archetypes / John M. Carroll -- Behind games : playful mindsets and transformative practices / Jaakko Stenros -- A gameful mind / Buster Benson -- Playing the good life : gamification and ethics / Miguel Sicart -- Games and the world / Frank Lantz -- Playful aesthetics : toward a ludic language / Mary Flanagan -- Gamification and post-fordist capitalism / PJ Rey -- Monkey brains and fraction bingo : in defense of fun / Bernie DeKoven -- Gamification and culture / Rilla Khaled -- The playpump / Ralph Borland -- Technologies of control? : foucault and gamification / Jennifer R. Whitson -- Privacy and data collection in the gameful world / Lori Andrews -- Gamification and morality / Evan Selinger, Jathan Sadowski, and Thomas Seager -- Playful systems / Kevin Slavin -- The technical conditions of a gameful world / Nicolas Nova -- Bot-mediated reality / Daniel A. Suarez -- The gamepocalypse and the pleasure revolution / Jesse Schell -- Playful design in practice / Jussi Holopainen and May Stain -- Gamification and the enterprise / Ethan Mollick and Kevin Werbach -- When peers select tasks and teams / JP Rangaswami -- Gamification and social media / Cliff Lampe -- Collaboration in the gameful world / Peter Williams -- Massively multiplayer research : gamification and (citizen) science / Seth Cooper -- Game state? : gamification and governance / Greg Lastowka and Constance Steinkuehler -- Homo ludens (subspecies politikos) / William Gaver -- The gameful city / Kars Alfrink -- Mobilising gamification / Paul Coulton -- Gamifying green : gamification and environmental sustainability / Jon Froehlich -- Gamification and health / Sean A. Munson, Erika Poole, Daniel B. Perry, and Tamara Peyton -- Learning to pivot : a play on possibility / Katie Salen -- Gamification and learning / Dennis Ramirez and Kurt Squire -- I'm not playful, I'm gameful / Jane McGonigal.
Record Nr. UNINA-9910460647203321
Cambridge, Massachusetts : , : MIT Press, , [2014]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui