Integrating Video Game Research and Practice in Library and Information Science

Nonfiction, Entertainment, Games, Video & Electronic, Computers, Entertainment & Games, Video & Electronic Games, Reference & Language, Reference
Big bigCover of Integrating Video Game Research and Practice in Library and Information Science

More books from IGI Global

bigCover of the book Integrating Touch-Enabled and Mobile Devices into Contemporary Mathematics Education by
bigCover of the book Enhancing Software Fault Prediction With Machine Learning by
bigCover of the book Business Strategy and Applications in Enterprise IT Governance by
bigCover of the book Business Technologies in Contemporary Organizations by
bigCover of the book Academic Entrepreneurship and Technological Innovation by
bigCover of the book Consumption Culture in Europe by
bigCover of the book Facilitating In-Service Teacher Training for Professional Development by
bigCover of the book Encyclopedia of Information Science and Technology, Fourth Edition by
bigCover of the book Cases on Business and Management in the MENA Region by
bigCover of the book Enterprise Development in SMEs and Entrepreneurial Firms by
bigCover of the book Handbook of Research on Instructional Systems and Educational Technology by
bigCover of the book Prototyping of Robotic Systems by
bigCover of the book Human Behavior, Psychology, and Social Interaction in the Digital Era by
bigCover of the book Recent Developments in the Design, Construction, and Evaluation of Digital Libraries by
bigCover of the book Achieving Enterprise Agility through Innovative Software Development by
We use our own "cookies" and third party cookies to improve services and to see statistical information. By using this website, you agree to our Privacy Policy