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樓主: 海市蜃樓
41#
發(fā)表于 2025-3-28 17:56:44 | 只看該作者
,Strategies to?Promote Stakeholders’ Autonomy While Creating Educational Digital Games, domains and the time consumption for coding and making available each new game. Thus, there is a gap between the creative process of educational digital games and their development, causing a rupture of scale between the need to create these artifacts for specific purposes and their effective use.
42#
發(fā)表于 2025-3-28 22:03:41 | 只看該作者
,Business Model for?Indie Studios in?Game Software Ecosystems, challenges on games and digital entertainment, more specifically related to business modeling for independent studios that work in Game SECO (GSECO). By presenting a unified agenda, we expect that the digital games industry and academia actors could join efforts to propose and validate solutions, l
43#
發(fā)表于 2025-3-29 01:40:01 | 只看該作者
44#
發(fā)表于 2025-3-29 03:36:44 | 只看該作者
45#
發(fā)表于 2025-3-29 09:03:44 | 只看該作者
46#
發(fā)表于 2025-3-29 13:35:20 | 只看該作者
47#
發(fā)表于 2025-3-29 16:02:29 | 只看該作者
48#
發(fā)表于 2025-3-29 23:01:11 | 只看該作者
https://doi.org/10.1007/978-3-662-00100-4here learning and/or non-entertainment goals are as important as the entertainment itself, addressing this challenge is even more difficult. This work outlines and discusses the complexities of this balancing challenge, suggesting research opportunities related to new design tools and methods that c
49#
發(fā)表于 2025-3-30 03:55:32 | 只看該作者
50#
發(fā)表于 2025-3-30 04:55:37 | 只看該作者
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