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dc.contributor.authorDeeg, Christoph*
dc.date.accessioned2021-02-11T14:16:15Z
dc.date.available2021-02-11T14:16:15Z
dc.date.issued2014*
dc.date.submitted2015-08-13 13:41:34*
dc.identifier17366*
dc.identifier.issn2193-0198*
dc.identifier.urihttps://directory.doabooks.org/handle/20.500.12854/48275
dc.description.abstractUsing a theoretical review as a foundation, this volume for the first time provides a comprehensive review of the manifold possibilities for the use of gaming in libraries. It presents new trends in gaming as well as current activities being conducted by libraries to reveal the growing impact of gaming on the transmission of culture and knowledge.*
dc.languageGerman*
dc.relation.ispartofseriesPraxiswissen*
dc.subjectZ*
dc.subject.othercomputer games*
dc.subject.otherGaming*
dc.titleGaming und Bibliotheken*
dc.typebook
oapen.identifier.doi10.1515/9783110312836*
oapen.relation.isPublishedByaf2fbfcc-ee87-43d8-a035-afb9d7eef6a5*
virtual.oapen_relation_isPublishedBy.publisher_nameDe Gruyter
virtual.oapen_relation_isPublishedBy.publisher_websitehttp://www.degruyter.com/
oapen.relation.isbn9783110312836*
oapen.relation.isbn9783110395914*
oapen.pages168*


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Except where otherwise noted, this item's license is described as https://creativecommons.org/licenses/by-nc-nd/4.0/