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The didactical game can be considered part of an educational scenario in teaching and learning. This article aims to show how fundamental concepts from the economic - mathematical modeling area can be visualized, how to organize knowledge in coherent scenarios, presented in an educational game...
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Younger men, ages 21 to 30, exhibited a larger decline in work hours over the last fifteen years than older men or women. Since 2004, time-use data show that younger men distinctly shifted their leisure to video gaming and other recreational computer activities. We propose a framework to answer...
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This book is the first study to survey, over a ten-year period, innovations and the industrial formation process of online game business, and global strategies of major Korean online game companies. It focuses on the innovative factors which made the Korean online game industry grow tremendously...
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complements to, and not substitutes for, the original product. We discuss the implications on firm strategy for innovation …
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