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The Arcane Gallery of Gadgetry: A Design Case Study of an Alternate Reality Game.

, , , , , and . DH, page 281-283. Stanford University Library, (2011)

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Other publications of authors with the same name

Hack, Yack, Stack: Access, Culture, and DH Infrastructure., , and . DH, Alliance of Digital Humanities Organizations (ADHO), (2017)Alternate Reality Games: Platforms for Collaborative Learning., , , , , , and . ICLS, International Society of the Learning Sciences, (2012)Working at the Intersection: Digital Humanities Pedagogy, Social Justice, and Librarianship., , , , , , and . DH, (2020)"Making the Digital Humanities More Open": Modeling Digital Humanities for a Wider Audience., , , , and . DH, page 543. Alliance of Digital Humanities Organizations (ADHO), (2013)The Arcane Gallery of Gadgetry: A Design Case Study of an Alternate Reality Game., , , , , and . DH, page 281-283. Stanford University Library, (2011)Roles People Play: Key Roles Designed to Promote Participation and Learning in Alternate Reality Games., , , , and . CHI PLAY, page 78-90. ACM, (2016)Designing reusable alternate reality games., , , , and . CHI, page 1529-1538. ACM, (2013)Game design for promoting counterfactual thinking., , , , , and . CHI, page 2079-2082. ACM, (2012)Playing for real: designing alternate reality games for teenagers in learning contexts., , , , , and . IDC, page 237-246. ACM, (2013)Less intent, more impact: Transforming public DH projects toward access, care, and inclusion.. DH, Alliance of Digital Humanities Organizations (ADHO), (2017)