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1. Chapter 9 Whydunnit?

3. Whydunnit?

6. Between Game Mechanics and Immersive Storytelling: Design Using an Extended Activity Theory Framework

7. A Review of Indie Games for Serious Mental Health Game Design

8. Using Indie Games to Inform Serious Mental Health Games Design

10. Neo-Freudians

19. Experimental Serious Games: Short Form Narrative in Augmented Reality Dioramas

24. VR Immersive Slow Reef Experience

25. Framing Activity-Based Narrative in Serious Games Play-Grounds Through Objective and Motive

26. Shaping Attitudes Across Realities. Exploring Strategies for the Design of Persuasive Virtual, Augmented and Mixed Reality Games

29. Spheres and Lenses: Activity-Based Scenario / Narrative Approach for Design and Evaluation of Entertainment through Engagement

31. Designing for Positive and Serious Experience: Devices for Creativity, Engagement, Reflection and Learning

43. Lingering Serious Experience as Trigger to Raise Awareness, Encourage Reflection and Change Behavior

44. Experience in Serious Games: Between Positive and Serious Experience

45. Blended In-Game and Off-Game Learning: Assimilating Serious Games in the Classroom and Curriculum

46. Compassion Fatigue, Humanitarian Communications and Recurring Donation Behaviour

48. The ‘Interactive’ of Interactive Storytelling: Customizing the Gaming Experience

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