Press Play² - Gamification in Wissenschaft und Praxis
dc.contributor.author | Schmidt, Ralf | de_DE |
dc.contributor.author | Niesenhaus, Jörg | de_DE |
dc.contributor.author | Schering, Sandra | de_DE |
dc.contributor.editor | Weisbecker, Anette | de_DE |
dc.contributor.editor | Burmester, Michael | de_DE |
dc.contributor.editor | Schmidt, Albrecht | de_DE |
dc.date.accessioned | 2017-11-22T15:07:03Z | |
dc.date.available | 2017-11-22T15:07:03Z | |
dc.date.issued | 2015 | |
dc.identifier.isbn | 978-3-11-044390-5 | de_DE |
dc.identifier.uri | https://dl.gi.de/handle/20.500.12116/8143 | |
dc.publisher | De Gruyter Oldenbourg | de_DE |
dc.relation.ispartof | Mensch und Computer 2015 – Workshopband | de_DE |
dc.relation.ispartofseries | Mensch & Computer | de_DE |
dc.subject | Gamification | de_DE |
dc.subject | User Experience | de_DE |
dc.subject | Serious Games | de_DE |
dc.subject | Human Factors | de_DE |
dc.title | Press Play² - Gamification in Wissenschaft und Praxis | de_DE |
dc.type | Text/Conference Paper | de_DE |
gi.citation.endPage | 357 | |
gi.citation.publisherPlace | Berlin | de_DE |
gi.citation.startPage | 353 | de_DE |
gi.conference.sessiontitle | Press Play²? Praxisorientierte und wissenschaftliche Sicht auf Gamification | de_DE |
gi.document.quality | digidoc | de_DE |
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