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Titlebook: Entertainment Computing - ICEC 2016; 15th IFIP TC 14 Inte Günter Wallner,Simone Kriglstein,Hyun-Seung Yang Conference proceedings 2016 IFIP

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21#
發(fā)表于 2025-3-25 04:27:34 | 只看該作者
22#
發(fā)表于 2025-3-25 08:51:29 | 只看該作者
https://doi.org/10.1007/978-1-349-17149-1nal abstraction layers. The model aims to support the development of research and industry applied games productions in organizational context. Next steps are further validations as well as the development of a maturity model.
23#
發(fā)表于 2025-3-25 13:13:37 | 只看該作者
24#
發(fā)表于 2025-3-25 19:36:56 | 只看該作者
Success Factors for Applied Game Projects - An Exploratory Framework for Practitionersnal abstraction layers. The model aims to support the development of research and industry applied games productions in organizational context. Next steps are further validations as well as the development of a maturity model.
25#
發(fā)表于 2025-3-25 22:20:01 | 只看該作者
26#
發(fā)表于 2025-3-26 01:13:02 | 只看該作者
27#
發(fā)表于 2025-3-26 07:59:03 | 只看該作者
0302-9743 ing, ICEC 2016, held in Vienna, Austria, in September 2016..The 16 full papers, 13 short papers, and 2 posters?presented were carefully reviewed and selected from 46 submissions. The multidisciplinary nature of?entertainment computing is reflected by the papers. They are organized in the following t
28#
發(fā)表于 2025-3-26 12:03:23 | 只看該作者
29#
發(fā)表于 2025-3-26 15:00:52 | 只看該作者
Using Gamification Mechanisms and Digital Games in Structured and Unstructured Learning Contextst require new approaches in education. This paper analyzes opportunities for employing gamification and digital games to construct navigable dynamic learning channels and enable pathways towards turning users into adaptive learners able to reach learning goals both in structured and unstructured contexts.
30#
發(fā)表于 2025-3-26 20:07:34 | 只看該作者
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