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Theorizing Affordance Actualization in Digital Innovation from a Socio-Technical Perspective: The case of the video game industry.
Hrafnhildur Jónasdóttir
Sune Dueholm Müller
Published in:
Scand. J. Inf. Syst. (2020)
Keyphrases
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video games
case study
learning experience
computer games
game playing
educational games
game play
driving force
technology transfer
market share
game players
case based reasoning
game design
learning tools
game based learning
technological innovation
human experts