Göbel, S., Hugo, O., Kickmeier-Rust, M. D., & Egenfeldt-Nielsen, S.(2016). Serious game: Economic and legal issues. In R. Dörner, S. Göbel, W. Effelsberg, & J. Wiemeyer (Eds.), Serious games: Foundations, concepts and practice (pp. 273-302). Berlin: Springer
Baalsrud Hauge, J., Boyle, E., Mayer, I., Nadolski, R. J., Riedel, J. C. K. H., Moreno-Ger, P., Bell...
The videogame industry is a considerable market: in 2012, the industry was worth over $86 billion US...
Digital games constitute a major emerging technology that is expected to enter mainstream education...
Göbel, S., Hugo, O., Kickmeier-Rust, M. D., & Egenfeldt-Nielsen, S.(2016). Serious game: Economic an...
R. Dörner, S. Göbel, W. Effelsberg, & J. Wiemeyer (Eds.), Serious games: Foundations, concepts and p...
Serious games are fascinating, not only as a popular research field, but also as a relevant economic...
Serious games are useful in a broad spectrum of application domains—ranging from educational games f...
“Serious Games” is a unique industry that is concerned with the training/learning performance assess...
Serious games are digital games that have an additional goal beyond entertainment. Recently, many st...
Abstract. This paper present a summary of the paper published in the 18th In-ternational Conference ...
Serious games show promise as an effective training method, but such games are complex and few guide...
Digital games constitute a major emerging technology that is expected to enter mainstream educationa...
There is a consensus that Serious Games (SGs) have a potential as a tool for education, and the conv...
This report discusses some issues concerning serious games, that is, (digital) games used for purpos...
The objective of this paper is to review the work on the measurement of the commercial outcomes of s...
Baalsrud Hauge, J., Boyle, E., Mayer, I., Nadolski, R. J., Riedel, J. C. K. H., Moreno-Ger, P., Bell...
The videogame industry is a considerable market: in 2012, the industry was worth over $86 billion US...
Digital games constitute a major emerging technology that is expected to enter mainstream education...
Göbel, S., Hugo, O., Kickmeier-Rust, M. D., & Egenfeldt-Nielsen, S.(2016). Serious game: Economic an...
R. Dörner, S. Göbel, W. Effelsberg, & J. Wiemeyer (Eds.), Serious games: Foundations, concepts and p...
Serious games are fascinating, not only as a popular research field, but also as a relevant economic...
Serious games are useful in a broad spectrum of application domains—ranging from educational games f...
“Serious Games” is a unique industry that is concerned with the training/learning performance assess...
Serious games are digital games that have an additional goal beyond entertainment. Recently, many st...
Abstract. This paper present a summary of the paper published in the 18th In-ternational Conference ...
Serious games show promise as an effective training method, but such games are complex and few guide...
Digital games constitute a major emerging technology that is expected to enter mainstream educationa...
There is a consensus that Serious Games (SGs) have a potential as a tool for education, and the conv...
This report discusses some issues concerning serious games, that is, (digital) games used for purpos...
The objective of this paper is to review the work on the measurement of the commercial outcomes of s...
Baalsrud Hauge, J., Boyle, E., Mayer, I., Nadolski, R. J., Riedel, J. C. K. H., Moreno-Ger, P., Bell...
The videogame industry is a considerable market: in 2012, the industry was worth over $86 billion US...
Digital games constitute a major emerging technology that is expected to enter mainstream education...