Digital games designed for social cultural and economic exchange


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About The Book

There are four aspects that form the basis of this research. The first refers to the influence that technology and communication media have on childhood. The second suggests educational work that uses simulation conditions as a means of learning. The third point deals with the construction of the product based on the natural reactions of the recipient. Apart from the favourable conditions of video games themselves arts education also has its expectations. Finally the combination of postmodern virtual reality conditions provided by the simulation environment the behaviour of the target audience and the influences of artistic content favour the production of a video game with an intercultural focus. This can narrow the geographical and economic barriers that exist between students from different contexts.
Piracy-free
Piracy-free
Assured Quality
Assured Quality
Secure Transactions
Secure Transactions
Fast Delivery
Fast Delivery
Sustainably Printed
Sustainably Printed
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