Digitale Lernwelten – Serious Games Und Gamification 2022
DOI: 10.1007/978-3-658-35059-8_3
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Entwicklung von Serious Games aus lerntheoretischer, mediendidaktischer und medienpsychologischer Perspektive

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Cited by 3 publications
(1 citation statement)
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“…For more and more children, young people and adults, gaming has become a regular pastime (Witting 2008), making games one of the world's most popular media formats (Van Roy & Zaman 2019). According to Bitkom Research (2021), half of the German population currently plays video or computer games, and the trend is rising (Spies 2022). In the United States, 65% of the adult population regularly engage in computer games as a pastime.…”
Section: Introductionmentioning
confidence: 99%
“…For more and more children, young people and adults, gaming has become a regular pastime (Witting 2008), making games one of the world's most popular media formats (Van Roy & Zaman 2019). According to Bitkom Research (2021), half of the German population currently plays video or computer games, and the trend is rising (Spies 2022). In the United States, 65% of the adult population regularly engage in computer games as a pastime.…”
Section: Introductionmentioning
confidence: 99%