Thinking of the children -- History, childhood and modernity -- Cinema for children -- Television for children -- Digital games for children -- Conclusion. Throughout the modern era, the figure of the child has consistently reflected adult concerns about industrialisation, cons…
"This book considers the many uses of games and simulations, focusing specifically on their use in organizational and educational settings and providing perspectives on gaming for distance learning, gaming for rehabilitation, business simulators, and motivational games, this pub…
eSport: Status quo und Entwicklungspotenziale
Dieses Fachbuch bietet einen umfassenden und vielseitigen Überblick über das Thema des elektronischen Sports (eSport). Renommierte Vertreter aus Wissenschaft und Praxis vermitteln die Perspektiven unterschiedlicher Stakeholder, darunter die Sichtweisen verschiedener Sportorganis…