Book part:
How to Win Foursquare: Body and Space in a Gamified World

dc.contributor.editorFuchs, Mathias
dc.contributor.editorFizek, Sonia
dc.contributor.editorRuffino, Paolo
dc.contributor.editorSchrape, Niklas
dc.creatorFoxmann, Maxwell
dc.date.accessioned2018-09-25T13:50:00Z
dc.date.available2018-09-25T13:50:00Z
dc.date.issued2014
dc.identifier.doi10.25969/mediarep/758
dc.identifier.isbnisbn:978-3-95796-001-6
dc.identifier.urihttps://mediarep.org/handle/doc/2964
dc.languageeng
dc.publishermeson press
dc.publisher.placeLüneburg
dc.relation.isPartOfisbn:978-3-95796-001-6
dc.relation.isPartOfdoi:http://dx.doi.org/10.25969/mediarep/755
dc.rights.urihttps://creativecommons.org/licenses/by-sa/4.0
dc.subjectGamificationde
dc.subjectSpieltheoriede
dc.subjectUrbanitätde
dc.subjectVideospielde
dc.subject.ddcddc:793
dc.titleHow to Win Foursquare: Body and Space in a Gamified Worldde
dc.typebookPart
dc.type.statuspublishedVersion
dcterms.bibliographicCitationFoxmann, Maxwell (2014): How to Win Foursquare: Body and Space in a Gamified World. In: Mathias Fuchs, Sonia Fizek, Paolo Ruffino und Niklas Schrape (Hg.): Rethinking Gamification. Lüneburg: meson press, 71-90. DOI: http://dx.doi.org/10.25969/mediarep/758.
dspace.entity.typeBookParten
local.coverpage2021-01-15T01:02:25
local.source.booktitleRethinking Gamification
local.source.epage90
local.source.spage71

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