dc.contributor.author | Gomez Escribano, Javier | |
dc.contributor.author | Jaccheri, Maria Letizia | |
dc.contributor.author | Baalsrud Hauge, Jannicke | |
dc.date.accessioned | 2019-03-12T08:30:54Z | |
dc.date.available | 2019-03-12T08:30:54Z | |
dc.date.created | 2018-12-11T12:29:40Z | |
dc.date.issued | 2018 | |
dc.identifier.isbn | 978-3-319-99425-3 | |
dc.identifier.uri | http://hdl.handle.net/11250/2589646 | |
dc.description.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. | nb_NO |
dc.language.iso | eng | nb_NO |
dc.publisher | Springer Verlag | nb_NO |
dc.relation.ispartof | Entertainment Computing – ICEC 2018 | |
dc.title | Entertainment Computing-A Key for Improving Inclusion and Reducing Gender Gap? | nb_NO |
dc.type | Chapter | nb_NO |
dc.description.version | acceptedVersion | nb_NO |
dc.identifier.doi | 10.1007/978-3-319-99426-0_48 | |
dc.identifier.cristin | 1641612 | |
dc.description.localcode | This 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_48 | nb_NO |
cristin.unitcode | 194,63,10,0 | |
cristin.unitname | Institutt for datateknologi og informatikk | |
cristin.ispublished | true | |
cristin.fulltext | preprint | |
cristin.qualitycode | 1 | |