Entertainment Computing-A Key for Improving Inclusion and Reducing Gender Gap?
Chapter
Accepted version
Permanent lenke
http://hdl.handle.net/11250/2589646Utgivelsesdato
2018Metadata
Vis full innførselSamlinger
Originalversjon
10.1007/978-3-319-99426-0_48Sammendrag
Entertainment Computing application areas are increasing day after day. The same way serious games become part of the teaching materials as schools, they can be useful tools to improve inclusion of people with special needs and reduce the gender gap. With this workshop we want to set a discussion space for researchers, designers and practitioners on Entertainment Computing interesting in its application to solve social issues, such as reducing the gender gap, preventing social exclusion of people in risk and promoting the inclusion of people with special needs.