Hybrid reality games reframed: Potential uses in educational contexts
| dc.date.accessioned | 2007-04-25T22:16:45Z | |
| dc.date.available | 2007-04-25T22:16:45Z | |
| dc.date.issued | 2006 | |
| dc.format.extent | 131189 bytes | |
| dc.format.mimetype | application/pdf | |
| dc.identifier.citation | de Souza e Silva, A. (2006). Hybrid reality games reframed: Potential uses in educational contexts. Games and culture, 1(3), 231-251. | |
| dc.identifier.uri | http://www.lib.ncsu.edu/resolver/1840.2/76 | |
| dc.language.iso | en | |
| dc.title | Hybrid reality games reframed: Potential uses in educational contexts | |
| dc.type | Article |
