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dc.contributor.authorThomas, DI
dc.contributor.authorVlacic, LB
dc.contributor.editorM.M. Cruz-Cunha, V.H. Costa Carvalho and P.C. Almeida Tavares
dc.date.accessioned2017-11-06T12:02:01Z
dc.date.available2017-11-06T12:02:01Z
dc.date.issued2011
dc.date.modified2014-02-07T05:01:59Z
dc.identifier.isbn9781609605698
dc.identifier.doi10.4018/978-1-60960-569-8.ch003
dc.identifier.urihttp://hdl.handle.net/10072/45925
dc.description.peerreviewedYes
dc.description.publicationstatusYes
dc.languageEnglish
dc.language.isoeng
dc.publisherIGI Global
dc.publisher.placeUnited States
dc.publisher.urihttp://dx.doi.org/10.4018/978-1-60960-569-8
dc.relation.ispartofbooktitleComputer Games as Educational and Management Tools: Uses and Approaches
dc.relation.ispartofchapter3
dc.relation.ispartofstudentpublicationN
dc.relation.ispartofpagefrom23
dc.relation.ispartofpageto51
dc.rights.retentionY
dc.subject.fieldofresearchVirtual and mixed reality
dc.subject.fieldofresearchcode460708
dc.titleHuman and Virtual Beings as Equal Collaborative Partners in Computer Games
dc.typeBook chapter
dc.type.descriptionB1 - Chapters
dc.type.codeB - Book Chapters
gro.facultyGriffith Sciences, Griffith School of Engineering
gro.date.issued2011
gro.hasfulltextNo Full Text
gro.griffith.authorVlacic, Ljubo


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