SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Tüketimin Oyunlaştırılmasıyla Artırılmış Gerçeklik
7 references·1 citing·27 second hop
Tüketimin Oyunlaştırılmasıyla Artırılmış Gerçeklik (2018)Tüketimin Oyunlaştırılmasıyla Artırılmış …REPORTING AND INTERVIEWING STYLES OF PROFESSIONAL AND CITIZEN REPORTERS ON PERISCOPE (2017)REPORTING AND INTERVIEWING ST…Key themes in media theory (2007)Key themes in media theoryHalf-Real: Video Games between Real Rules and Fictional Worlds (2005)Half-Real: Video Games betwee…Rules of Play: Game Design Fundamentals (2003)Rules of Play: Game Design Fu…The Language of New Media (2002)The Language of New MediaTheories of the Information Society (1995)Theories of the Information S…The Grasshopper: Games, Life and Utopia (1978)The Grasshopper: Games, Life …Sanal Gerçekliğin Reklam Stratejilerinde Kullanılmasına Yönelik Bir Değerlendirme (2021)Sanal Gerçekliğin Reklam Stra…Narrative as virtual reality: immersion and interactivity in literature and electronic media (2001)New Media: A Critical Introduction (2003)Identity and Language Learning (2013)The Platformization of the Web: Making Web Data Platform Ready (2015)The Impact of Technology on Journalism (2000)What is multimedia journalism1? (2004)Alternative and activist new media (2011)DIGITALIZED COMMERCE: A RESEARCH ON SENIOR FRIENDLY E-COMMERCE SITES (2018)Mizahla Estetize Edilen Egemen İdeolojinin Tezahürü: Muhsin Bey (A Cinematic Manifestation of Dominant Ideology Aestheticized with Humor: Muhsin Bey) (2020)MODA SEKTÖRÜNDE ARTIRILMIŞ GERÇEKLİK VE SANAL GERÇEKLİK (2020)The Postmodern Condition: A Report on Knowledge (1984)Imagined Communities. Reflections on the Origin and Spread of Nationalism (1985)The media and attitudes towards crime and the justice system: A qualitative approach (2011)Distinction: A Social Critique of the Judgement of Taste* (2018)Algorithmic Personalization and the Two-Step Flow of Communication (2019)The Role of Social Media Influencers in Public Health Communication: Case COVID-19 Pandemic (2022)From game design elements to gamefulness (2011)Foundations of Game-Based Learning (2015)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Virtue, Vice, and Value (2001)The Lens of Intrinsic Skill Atoms: A Method for Gameful Design (2015)Gamification of health professions education: a systematic review (2020)Playing for Real (2008)Our Princess Is in Another Castle (2012)The Anthropology of Online Communities (2002)Reconsidering Political and Popular Understandings of the Digital Divide (2004)Digital gender divide or technologically empowered women in developing countries? A typical case of lies, damned lies, and statistics (2011)
this work references cited by second hop

References

  • 2003Rules of Play: Game Design Fundamentals5,481 cited
  • 2002The Language of New Media5,017 cited
  • 2005Half-Real: Video Games between Real Rules and Fictional Worlds2,150 cited
  • 1978The Grasshopper: Games, Life and Utopia1,153 cited
  • 1995Theories of the Information Society927 cited
  • 2007Key themes in media theory215 cited
  • 2017REPORTING AND INTERVIEWING STYLES OF PROFESSIONAL AND CITIZEN REPORTERS ON PERISCOPE18 cited

Cited by

  • 2021Sanal Gerçekliğin Reklam Stratejilerinde Kullanılmasına Yönelik Bir Değerlendirme6 cited

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work