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Titlebook: Kingsley Amis; In Life And Letters Dale Salwak (Professor of English) Book 1990 Palgrave Macmillan, a division of Macmillan Publishers Limi

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Harry Harrisonon sickness, ensuring the practical applicability of the game within the corresponding museum exhibition. This paper unfolds in three parts: firstly, an exposition of the cultural backdrop behind the game; secondly, an exploration of our didactic strategy, game design choices, and our vision for sea
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Gavin Ewartand take actions. The C3C Game was created through a community-centered design process and leverages methods from human factor engineering, including hierarchical task analysis. This paper describes the game, presents results from a pilot exercise conducting with public health and emergency response
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Gilbert Phelpsand take actions. The C3C Game was created through a community-centered design process and leverages methods from human factor engineering, including hierarchical task analysis. This paper describes the game, presents results from a pilot exercise conducting with public health and emergency response
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Keith Wilsonuctive content analysis. Results identified several issues related to the implementation and use of the SG that can be summarized through the following main- and subthemes; 1) Integration (introduction, facilitation, feedback and debriefing) and 2) Usability and gameplay (user interface design, lear
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Norman MacleodCS) software architecture to integrate accessibility features in an existing serious game. As a case study, we will take a serious game developed with ECS yet not accessible: E-LearningScape. We will present the accessible features that we have integrated into the serious game and discuss the pros a
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William H. Pritchardtuational interest-flow” co-occurrence. When situational interest occurred, the flow was always co-occurring. This co-occurrence suggests that situational interest could be a prerequisite or a potential trigger for flow experience but not an adequate state ensuring a high flow experience. Further, f
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