Amanote Research

Amanote Research

    RegisterSign In

Gamification of Violence in Analog (Tabletop) Thematic Games: Splices, Wrinkles, and Translation Gaps

KnE Social Sciences
doi 10.18502/kss.v4i2.6351
Full Text
Open PDF
Abstract

Available in full text

Date

January 30, 2020

Authors
Irina N. PupyshevaAleksey G. Ivanov
Publisher

Knowledge E


Related search

Modding Tabletop Games for Education

Lecture Notes in Computer Science
Computer ScienceTheoretical Computer Science
2019English

Thematic Progression in Translation

DEStech Transactions on Social Science, Education and Human Science
2019English

Ubiquitous Games and Gamification for Well-Being

ICST Transactions on Ambient Systems
2014English

Sexualized War Violence. Knowledge Construction and Knowledge Gaps

Aggression and Violent Behavior
Forensic MedicineClinical PsychologyPathologyMental HealthPsychiatry
2015English

The Reification of Structural Violence in Video Games

Crime, Media, Culture
CommunicationArtsLawCultural StudiesHumanities
2019English

Violence in North-American Indian Sports Games

Philosophical Journal of Conflict and Violence
2018English

Thematic Analysis of the ‘Games' Students Play in Asynchronous Learning Environments

Online Learning Journal
Computer NetworksEducationCommunications
2014English

The Use of Simulation Games and Tabletop Exercises in Disaster Preparedness Training of Emergency Medicine Residents

Prehospital and Disaster Medicine
Emergency NursingEmergency Medicine
2019English

Violence in E-Rated Video Games—Correction

JAMA - Journal of the American Medical Association
Medicine
2001English

Amanote Research

Note-taking for researchers

Follow Amanote

© 2025 Amaplex Software S.P.R.L. All rights reserved.

Privacy PolicyRefund Policy