4w4: Gamification of the circular biobased economy: knowledge integration and diffusion

Authors

  • T.A.P. (Tamara) Metze
  • H.E.J. (Hilke) Bos-Brouwers
  • S.J. (Simon) Oosting
  • B.J.A. (Bjorn) Berendsen
  • Alessandro Canossa
  • Luis Laris Pardo
  • Alexis Emmanuel Lozano Angulo
  • Filip de Bois

Abstract

Over the last 20 years the digital game as a medium in entertainment, popular culture, but also as an academic field of study has increasingly received attention. Digital games in the commercial entertainment industry are very successful as we can tell from recordbreaking sales and many online multiplayer environments.

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Published

2022-03-11