Vis enkel innførsel

dc.contributor.authorGomez Escribano, Javier
dc.contributor.authorJaccheri, Maria Letizia
dc.contributor.authorBaalsrud Hauge, Jannicke
dc.date.accessioned2019-03-12T08:30:54Z
dc.date.available2019-03-12T08:30:54Z
dc.date.created2018-12-11T12:29:40Z
dc.date.issued2018
dc.identifier.isbn978-3-319-99425-3
dc.identifier.urihttp://hdl.handle.net/11250/2589646
dc.description.abstractEntertainment 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.nb_NO
dc.language.isoengnb_NO
dc.publisherSpringer Verlagnb_NO
dc.relation.ispartofEntertainment Computing – ICEC 2018
dc.titleEntertainment Computing-A Key for Improving Inclusion and Reducing Gender Gap?nb_NO
dc.typeChapternb_NO
dc.description.versionacceptedVersionnb_NO
dc.identifier.doi10.1007/978-3-319-99426-0_48
dc.identifier.cristin1641612
dc.description.localcodeThis is a post-peer-review, pre-copyedit version of an article published in [Lecture Notes in Computer Science] Locked until 25.8.2019 due to copyright restrictions. The final authenticated version is available online at: https://doi.org/10.1007/978-3-319-99426-0_48nb_NO
cristin.unitcode194,63,10,0
cristin.unitnameInstitutt for datateknologi og informatikk
cristin.ispublishedtrue
cristin.fulltextpreprint
cristin.qualitycode1


Tilhørende fil(er)

Thumbnail

Denne innførselen finnes i følgende samling(er)

Vis enkel innførsel