![Application software / Gamification / Gaming / Virtual economy / Serious game / Persuasive technology / World of Warcraft / Video game development / Real-time strategy / Software / Digital media / Video game genres Application software / Gamification / Gaming / Virtual economy / Serious game / Persuasive technology / World of Warcraft / Video game development / Real-time strategy / Software / Digital media / Video game genres](https://www.pdfsearch.io/img/0c3c3e832102d5c9a380f3aec86d3ca2.jpg)
| Document Date: 2013-03-27 12:21:52 Open Document File Size: 55,84 KBShare Result on Facebook
City Cambridge / Boston / Paris / Oxford / / Company MIT Press / Hackett Publishing / ACM Press / / Country France / / / Facility Beacon Press / / IndustryTerm persuasive technology / interactive computing systems / mental healthcare / healthcare / therapy-enhancing products / behavior change support systems / / Organization MIT / Faculty of Industrial Design / / Person Ed Tan / Hester Anderiesen / Marieke Sonneveld / Richard Goossens / Morgan Kaufman / Arnold Vermeeren / Huib de Ridder / / Position Author / Psychologist / designer / general theoretical model for persuasive game design / persuasive game designer / player / social player / / ProvinceOrState Indiana / / Technology B. Persuasive technology / /
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