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  • Volume II
    Minhua Ma; Andreas Oikonomou
    978-3-319-51645-5
    2017
    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 €394
    10% OFF

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