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Entertainment Computing-A Key for Improving Inclusion and Reducing Gender Gap?

Gomez Escribano, Javier; Jaccheri, Maria Letizia; Baalsrud Hauge, Jannicke
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Gomez Escribano (107.5Kb)
URI
http://hdl.handle.net/11250/2589646
Date
2018
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  • Institutt for datateknologi og informatikk [4881]
  • Publikasjoner fra CRIStin - NTNU [26591]
Original version
10.1007/978-3-319-99426-0_48
Abstract
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.
Publisher
Springer Verlag

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