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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

9. PMK's David Marsh, Tim Lindstrom Awarded Leadership Roles in NCAC, ICIA

11. Neo-Freudians

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

21. Safety first.

26. VR Immersive Slow Reef Experience

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

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

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

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

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

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

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

48. Compassion Fatigue, Humanitarian Communications and Recurring Donation Behaviour

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

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