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2. The RAGE Software Portal: Toward a Serious Game Technologies Marketplace

3. Collaborative Virtual Gaming Worlds in Higher Education

5. Harnessing the Power of Gaming to Influence Policies Addressing Climate Change.

6. The RAGE Software Asset Model and Metadata Model

7. What Serious Game Studios Want from ICT Research: Identifying Developers’ Needs

11. From the Games Industry: Ten Lessons for Game-Based Learning

12. The Application of Games to Engage Citizens in Climate Change Policy Development.

15. The RAGE Software Asset Model and Metadata Model

19. D9.4 – Launch plan for the RAGE ecosystem authority:RAGE – WP9 – D9.4

20. Book Reviews

21. D7.5 - Processes in to Proposed Business Model Report

22. D9.6 – Exploitation Plan (version 2 of 3)

23. D1.2 – Asset Integration Methodology

24. D8.3 – First RAGE Evaluation Report

25. D7.4 - Potential business models report

26. Um inquérito aos agentes do sector dos Videojogos em Portugal

27. Preface

28. The RAGE Advanced Game Technologies Repository for Supporting Applied Game Development

29. The video game industry in Portugal

30. D2.1 - First bundle of server-side components

31. D1.4 – First version applied gaming asset methodology

32. D7.3 - Summary Report RAGE Stakeholder Consultation Process

33. D7.2 - Summary report of Value Chain analysis

34. D8.1 - RAGE Evaluation Framework and Guidelines

35. D7.1 - Summary Report of Business Models

36. The Watercooler Game

38. Amplifying applied game development and uptake

39. Evaluation of Serious Games: A Holistic Approach

40. Reflecting on Yesterday, Understanding Today, Planning for Tomorrow

41. The "Water Cooler" Game.

43. A survey of the video game industry in Portugal.

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