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Addiction in Players or Massively Multiplayer Online Games? Investigation of Online Game Players' Excessive Gaming Experience
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The Role of Spontaneous Digital Play during Young Patients' Cancer Treatment
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Von der hypermedia-culture zur cloud-media-culture
der medieninformatische Diskurs im Wandel der digitalen Medienlandschaft -
HyperTextTheorie
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Mensch und Maschine im Spielraum: technische Praxis und ästhetische Erfahrung
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Video games as a multifaceted medium: a review of quantitative social science research on video games and a typology of video game research approaches
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Tunnel Vision or Desensitization? The Effect of Interactivity and Frequency of Use on the Perception and Evaluation of Violence in Digital Games
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Rezension: Martin Geisler: Clans, Gilden und Gamefamilies. Soziale Prozesse in Computerspielgemeinschaften
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Serious Games in der Gesundheitskommunikation
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Diversity of play
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Generation Online: Medienkompetenz und Mediennutzung von Kindern und Jugendlichen
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More Than Stories With Buttons: Narrative, Mechanics, and Context as Determinants of Player Experience in Digital Games
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Wikis und die Wikipedia verstehen: Eine Einführung
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Diversity of Play
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Playing for Keeps: Designing Serious Games for Climate Adaptation Planning Education With Young People
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Minecraft and Playful Public Participation in Urban Design
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Mensch und Maschine im Spielraum
technische Praxis und ästhetische Erfahrung -
Diversity of play
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Von der Hypermedia-Culture zur Cloud-Media-Culture
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Grenzen von 'Serious Games for Health'