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Volumn , Issue , 2009, Pages 9-16

On the future of Serious Games in science and industry

Author keywords

Applications; Business; Challenges; Persuasive technology; Research; Serious games; Taxonomy

Indexed keywords

APPLICATIONS; COMPUTER GAMES; EDUCATION; HUMAN COMPUTER INTERACTION; INDUSTRY; INTERACTIVE COMPUTER GRAPHICS; INTERACTIVE COMPUTER SYSTEMS; MULTIMEDIA SYSTEMS; RESEARCH; TAXONOMIES;

EID: 84906974339     PISSN: None     EISSN: None     Source Type: Conference Proceeding    
DOI: None     Document Type: Conference Paper
Times cited : (7)

References (21)
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    • Kato, P.M.1    Cole, S.W.2    Bradlyn, A.S.3    Pollock, B.H.4
  • 9
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    • Kim, J.Y.1    Allen, J.P.2    Lee, E.3
  • 10
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    • Lieberman, D. 1997. "Interactive Video Games for Health Promotion: Effects on Knowledge, Self-Efficacy, Social Support and Health." In Health promotion and interactive technology, Richard L. Street, William R. Gold, and Timothy R. Manning, eds. Lawrence Erlbaum Associates, Mahwah, NJ. 103-119.
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* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.