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Gender- und Altersaspekte beim Einsatz von Gamification.

Sophie JentMonique Janneck
Published in: Mensch & Computer (2016)
Keyphrases
  • user experience
  • game design
  • individual differences
  • computer vision
  • information technology
  • serious games
  • real time
  • information systems
  • artificial neural networks
  • learning tools
  • male and female