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Volume IIMinhua Ma; Andreas Oikonomou978-3-319-51645-52017 Edition 1
- Explores cutting edge research in serious games and edutainment
- Presents multidisciplinary research and practices from computer science engineering, art and design, education and social and behavioral sciences
- Offers many case studies and detailed examples for bespoke serious games and adapting commercial off-the shelf games for education and training purposes
- Help’s readers to understand gamification and how to make it successful within education
€438 €39410% OFF