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Cases on the societal effects of persuasive games

Dana Ruggiero · 2014

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About the book

"This book investigates the connection between multimedia technologies and game-based learning for an improved understanding of the impact and effectiveness of serious games in modern societies, offering examples from the fields of education, business, healthcare, and more"--

Book details

Year
2014
Language
English
Series
Advances in multimedia and interactive technologies (AMIT) book series
Publisher
Information Science Reference
Editions
1
Pages
359
ISBN
9781466662063

Data source: Wikidata