共 50 条
- [41] Using Different Information Channels for Affect-Aware Video Games - A Case Study [J]. IMAGE PROCESSING AND COMMUNICATIONS CHALLENGES 10, 2019, 892 : 104 - 113
- [43] Information Literacy in Video Games' Affinity Spaces-A Case Study on Dota 2 [J]. INFORMATION LITERACY IN A POST-TRUTH ERA, ECIL 2021, 2022, 1533 : 302 - 313
- [46] Bugaboo: A Spanish case of circulation and co-production of video games (vol 3, 1190440, 2016) [J]. COGENT ARTS & HUMANITIES, 2016, 3
- [50] Introduction: The Social Science Study of Video Games [J]. GAMES AND CULTURE, 2011, 6 (01) : 3 - 16