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Knack selecteerde uit alle Vlaamse partijen vier politici en gaven ze een eigenzinnige, niet altijd even ernstig bedoelde score. Huistekenaar Gal vertaalde hen naar het dierenrijk.
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The aim of ITAG is to bring together academics, developers, beneficiaries and practitioners to explore interactive technologies and innovate within the areas of Education, Health and Disability.
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Educational games. --- Instructive games --- Training games --- Education --- Games --- Simulation methods
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Een schooldag vergt veel inspanning van jou en je leerlingen. Plezier, afwisseling en ontspanning zijn hierdoor onmisbaar. Om dit te realiseren biedt dit kaartspel meer dan 50 verrassende spelvormen. Elke spelvorm is direct uitvoerbaar en sluit aan op alle leeftijdsgroepen. De spelvormen zijn ingedeeld in 5 categorieën.
Games --- Orthopedagogics
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This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com. Social, casual and mobile games, played on devices such as smartphones, tablets, or PCs and accessed through online social networks, have become extremely popular, and are changing the ways in which games are designed, understood, and played. These games have sparked a revolution as more people from a broader demographic than ever play games, shifting the stereotype of gaming away from that of hardcore, dedicated play to that of activities that fit into everyday life. Social, Casual and Mobile Games explores the rapidly changing gaming landscape and discusses the ludic, methodological, theoretical, economic, social and cultural challenges that these changes invoke. With chapters discussing locative games, the new freemium economic model, and gamer demographics, as well as close studies of specific games (including Candy Crush Saga, Angry Birds, and Ingress), this collection offers an insight into the changing nature of games and the impact that mobile media is having upon individuals and societies around the world.
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"This collection of new essays critically frames that debate and urges game scholars to consider it central to the field. The contributors examine various digital games, assessing the applicability of play versus narrative approaches or considering the failure of each"--
Video games --- Computer games --- Design.
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Computer games --- Application software --- Electronic games --- Programming --- Internet games --- Television games --- Videogames --- Games --- Video games
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