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Games and Learning Alliance: 8th International Conference, GALA 2019, Athens, Greece, November 27–29, 2019, Proceedings
Economic Evaluation of Business Models in Video Gaming Industry from Publisher Perspective
other
Author(s):
Erik Massarczyk
,
Peter Winzer
,
Sina Bender
Publication date
(Online):
November 01 2019
Publisher:
Springer International Publishing
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SDG 9: Industry, Innovation and Infrastructure
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Mobile gaming: Industry challenges and policy implications
Sergio Peres Ramos
,
Claudio Feijoo
,
José-Luis Gómez-Barroso
…
(2012)
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Mobile gaming
Jason O. B. Soh
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Bernard Tan
(2008)
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Business models for mobile content: The case of m-games
I. MacInnes
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J. Moneta
,
J. Caraballo
…
(2002)
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Book Chapter
Publication date (Print):
2019
Publication date (Online):
November 01 2019
Pages
: 479-489
DOI:
10.1007/978-3-030-34350-7_46
SO-VID:
5412097c-1250-47f4-a3ad-2974f46cb6da
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Book chapters
pp. 3
Using Ludo-Narrative Dissonance in Grand Theft Auto IV as Pedagogical Tool for Ethical Analysis
pp. 13
A Participatory Approach to Redesigning Games for Educational Purposes
pp. 24
Requirements Analysis of a Serious Game for Deaf Players
pp. 32
Debriefing and Knowledge Processing an Empirical Study About Game-Based Learning for Computer Education
pp. 42
Designing a 2D Platform Game with Mathematics Curriculum
pp. 52
Planet Dewey: Designing a Hybrid Game to Boost Students’ Information Literacy
pp. 62
Designing Serious Games for People with Special Needs: Implications from a Survey
pp. 73
From Skeptics to Advanced Adopters: Investigating Digital Game Adoption Practices, Challenges and Needs of Teachers in Swedish Schools
pp. 83
Reinforcing the Attitude-Behavior Relationship in Persuasive Game Design
pp. 92
Incorporating Theories of Metacognitive Learning in the Design of a Serious Game on Emotion Regulation
pp. 103
Teaching Educational Game Design: Expanding the Game Design Mindset with Instructional Aspects
pp. 117
A Pilot Study on the Feasibility of Dynamic Difficulty Adjustment in Game-Based Learning Using Heart-Rate
pp. 129
Modelling the Quality of Visual Creations in Iconoscope
pp. 139
Andromeda: A Personalised Crisis Management Training Toolkit
pp. 148
Towards an Operational Definition of Procedural Rhetoric
pp. 158
Study on Enhancing Learnability of a Serious Game by Implementing a Pedagogical Agent
pp. 169
Scaffolding Open Text Input in a Scripted Communication Skills Learning Environment
pp. 180
Loud and Clear: The VR Game Without Visuals
pp. 191
Infusing Multimodal Tools and Digital Storytelling in Developing Vocabulary and Intercultural Communicative Awareness of Young EFL Learners
pp. 201
Lessons Learned from the Development of a Mobile Learning Game Authoring Tool
pp. 211
Bolstering Stealth Assessment in Serious Games
pp. 221
Cyber Chronix, Participatory Research Approach to Develop and Evaluate a Storytelling Game on Personal Data Protection Rights and Privacy Risks
pp. 231
Some Notes on the Possibile Role of Cognitive Architectures in Serious Games
pp. 245
Towards a Reality-Enhanced Serious Game to Promote Eco-Driving in the Wild
pp. 256
Gamifire - A Scalable, Platform-Independent Infrastructure for Meaningful Gamification of MOOCs
pp. 266
A Data-Driven Approach to Analyze User Behavior on a Personalized Gamification Platform
pp. 276
Tower of Questions (TOQ): A Serious Game for Peer Learning
pp. 287
Albiziapp: A Gamified Tool Dedicated to Tree Mapping
pp. 301
Lifelong Learning with a Digital Math Game: Performance and Basic Experience Differences Across Age
pp. 312
Learning Geothermal Energy Basics with the Serious Game HotPipe
pp. 322
Evaluation of Interventions in Blended Learning Using a Communication Skills Serious Game
pp. 332
Effects of Game-Based Learning on Academic Performance and Student Interest
pp. 342
‘Museum Escape’: A Game to Increase Museum Visibility
pp. 351
HealthyLunch: A Serious Game for Educating and Promoting the Intake of the Recommended Number of Daily Servings Among Children
pp. 362
Serious Business Game on Digitalization
pp. 372
Understanding Attitudes Towards Emergency Training Modes: Conventional Drills and Serious Games
pp. 383
Quantum Physics vs. Classical Physics: Introducing the Basics with a Virtual Reality Game
pp. 394
A Serious Game to Inform Young Citizens on Canal Water Maintenance
pp. 407
A Framework for the Development of Serious Games for Assessment
pp. 417
How to Design and Measure a Serious Game Aiming at Emotional Engagement of Social Anxiety
pp. 428
On the Design of Gamification Elements in Moodle Courses
pp. 438
A Serious Game Design and Evaluation Approach to Enhance Cultural Heritage Understanding
pp. 447
A Focused Conversational Model for Game Design and Play-Tests
pp. 457
Alternative Teaching of History Subject in Primary School: The Case of the 3D HIT Playful Activity
pp. 468
A Serious Logistical Game of Paediatric Emergency Medicine: Proposed Scoring Mechanism and Pilot Test
pp. 479
Economic Evaluation of Business Models in Video Gaming Industry from Publisher Perspective
pp. 490
Cultural Heritage, Serious Games and User Personas Based on Gardner’s Theory of Multiple Intelligences: “The Stolen Painting” Game
pp. 501
Effect of Whole-Body Movement on Performance and Efficiency: A Comparison of Three Controlling Methods for a Math Game
pp. 512
Reinforcing Stealth Assessment in Serious Games
pp. 522
Exploring a Mixed Method Approach: Simulation Games and Q Methodology
pp. 530
Creating Serious Games with the Game Design Matrix
pp. 540
Digital Games in Non-formal and Informal Learning Practices for Science Learning: A Case Study
pp. 550
Oppidum - A Serious-AR-Game About Celtic Life and History
pp. 560
A Quantitative Approach for Developing Serious Games for Aptitude and Trait Assessment
pp. 572
Designing a Serious Game to Motivate Energy Savings in a Museum: Opportunities & Challenges
pp. 585
Interactive Spatial Storytelling for Location-Based Games: A Case Study
pp. 595
Investigating the Effect of Personality Traits on Performance Under Frustration
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