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Information Literacy in Video Games' Affinity Spaces - A Case Study on Dota 2.
Lisa Beutelspacher
Maria Henkel
Published in:
ECIL (2021)
Keyphrases
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video games
information literacy
hong kong
learning experience
game play
game design
educational games
higher education
computer games
learning tools
game playing
lifelong learning
e learning
authoring tool
serious games
case study
social software
professional development
commercial games