At the turn of the century the term 'gamification' was introduced as a concept to understand the ...
Arts and Business aims at bringing arts and business scholars together in a dialogue about a numb...
This book describes and defines video games as their own special medium. They are not pinball fro...
The video game industry has been one of the fastest-growing cultural phenomena of our times with ...
This edited volume distinguishes itself from other writings aimed at closing the gap between art ...
The Video Game Industry provides a platform for the research on the video game industry to draw a...
This edited volume contains new, and stringent, perspectives on how gamification is contextualize...
This book explores the central role of the zombie in contemporary popular culture as they appear ...