Playable character: extending digital games into the real world.
Jason LinderWendy JuPublished in: CHI (2012)
Keyphrases
- digital games
- real world
- game based learning
- digital game based learning
- case study
- game design
- foreign language learners
- educational tool
- serious games
- educational games
- educational contexts
- learning tools
- computer games
- gender differences
- learning contexts
- digital libraries
- learning environment
- artificial intelligence