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Swiping fingers on a screen is not enough! Dusting off toy blocks to build new gaming experiences through mobile apps.

Pablo GaraizarOscar Peña del RioJ. A. Romero
Published in: EDUCON (2013)
Keyphrases
  • mobile apps
  • mobile applications
  • case study
  • business models
  • m learning
  • smart phones
  • educational games
  • role playing game
  • mobile devices
  • computer games
  • mobile phone
  • electronic commerce
  • user experience