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Advances in Educational Technologies and Instructional Design; Navigating Virtual Worlds and the Metaverse for Enhanced E-Learning ,
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Exploring the Emerging Potential of the Metaverse in Educat..:
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Springer Series in Design and Innovation; Ergonomics and Nudging for Health, Safety and Happiness ,
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Public Services Innovation Through Gamification. From Conce..:
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Communications in Computer and Information Science; Videogame Sciences and Arts ,
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Esports Sponsorships: The Double-Edged Sword Effect of Havi..:
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Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations; Advances in Business Strategy and Competitive Advantage ,
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How to Gamify E-Government Services?: A Taxonomy of Game El..:
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2020 6th International Conference of the Immersive Learning Research Network (iLRN) ,
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