Article:
Serious games

dc.creatorFarocki, Harun
dc.date.accessioned2018-09-26T11:51:34Z
dc.date.available2018-09-26T11:51:34Z
dc.date.issued2014
dc.identifier.doi10.5117/NECSUS2014.2.FARO
dc.identifier.doihttp://dx.doi.org/10.25969/mediarep/15150
dc.identifier.urihttps://www.necsus-ejms.org/test/serious-games/
dc.identifier.urihttps://mediarep.org/handle/doc/3333
dc.languageeng
dc.publisherAmsterdam University Press
dc.publisher.placeAmsterdam
dc.relation.isPartOfissn:2213-0217
dc.relation.ispartofseriesNECSUS. European Journal of Media Studies
dc.rightsCreative Commons Attribution Non Commercial No Derivatives 4.0 Generic
dc.rights.urihttps://creativecommons.org/licenses/by-nc-nd/4.0
dc.subjectvideo gameen
dc.subjectImmersion
dc.subjectpsychotherapyen
dc.subjectwaren
dc.subjectpost-traumatic stress disorderen
dc.subjectGame Studiesde
dc.subjectSerious Gamesde
dc.subjectVirtuelle Realitätde
dc.subjectPsychotherapiede
dc.subjectKriegde
dc.subjectPosttraumatisches Stresssyndromde
dc.subjectVirtual Realityen
dc.subject.ddcddc:791
dc.titleSerious gamesen
dc.typearticle
dc.type.statuspublishedVersion
dcterms.bibliographicCitationFarocki, Harun (2014): Serious games. In: NECSUS. European Journal of Media Studies 3 (2), 89–97. DOI: https://doi.org/10.5117/NECSUS2014.2.FARO.
dspace.entity.typeArticleen
local.coverpage2021-05-29T05:24:10
local.identifier.firstpublishedhttps://doi.org/10.5117/NECSUS2014.2.FARO
local.source.epage97
local.source.issue2
local.source.spage89
local.source.volume3

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