Hybrid reality games reframed: Potential uses in educational contexts

dc.date.accessioned2007-04-25T22:16:45Z
dc.date.available2007-04-25T22:16:45Z
dc.date.issued2006
dc.format.extent131189 bytes
dc.format.mimetypeapplication/pdf
dc.identifier.citationde Souza e Silva, A. (2006). Hybrid reality games reframed: Potential uses in educational contexts. Games and culture, 1(3), 231-251.
dc.identifier.urihttp://www.lib.ncsu.edu/resolver/1840.2/76
dc.language.isoen
dc.titleHybrid reality games reframed: Potential uses in educational contexts
dc.typeArticle

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