Der IGQ - Ein Messinstrument für die Wirksamkeit von Gamification
| dc.contributor.author | Kettner, Romina | de_DE |
| dc.contributor.author | Herrmanny, Katja | de_DE |
| dc.contributor.author | Gaulke, Werner | de_DE |
| dc.contributor.editor | Weisbecker, Anette | de_DE |
| dc.contributor.editor | Burmester, Michael | de_DE |
| dc.contributor.editor | Schmidt, Albrecht | de_DE |
| dc.date.accessioned | 2017-11-22T15:06:58Z | |
| dc.date.available | 2017-11-22T15:06:58Z | |
| dc.date.issued | 2015 | |
| dc.identifier.isbn | 978-3-11-044390-5 | de_DE |
| dc.identifier.uri | http://dl.gi.de/handle/20.500.12116/8136 | |
| dc.description.abstract | de_DE | |
| dc.publisher | De Gruyter Oldenbourg | de_DE |
| dc.relation.ispartof | Mensch und Computer 2015 – Workshopband | de_DE |
| dc.relation.ispartofseries | Mensch & Computer | de_DE |
| dc.subject | Gamification | de_DE |
| dc.subject | User Experience | de_DE |
| dc.subject | Serious Games | de_DE |
| dc.subject | Human Factors | de_DE |
| dc.title | Der IGQ - Ein Messinstrument für die Wirksamkeit von Gamification | de_DE |
| dc.type | workshop | de_DE |
| dc.pubPlace | Berlin | de_DE |
| mci.document.quality | digidoc | de_DE |
| mci.reference.pages | 359-365 | de_DE |
| mci.conference.sessiontitle | Press Play²? Praxisorientierte und wissenschaftliche Sicht auf Gamification | de_DE |


