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150403s2014 xx o ||| 0 ger d |
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|a B3G
|b eng
|c B3G
|d OCLCQ
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|a 9783110312836
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|a 3110312832
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|a 10.1515/9783110312836
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|a (OCoLC)1282039713
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|a Z678.9
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|a 026
|q OCoLC
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|a UAMI
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|a Deeg, Christoph
|e author.
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|a Gaming und Bibliotheken /
|c Christoph Deeg.
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|a Warschau/Berlin :
|b De Gruyter Open,
|c [2014].
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300 |
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|a 1 online resource(xii,168p.) :
|b illustrations.
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336 |
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|a text
|2 rdacontent
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|a computer
|2 rdamedia
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|a online resource
|2 rdacarrier
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|a Praxiswissen
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|a 50 schw.-w. Abb.
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|t Frontmatter --
|t Vorwort --
|t Inhalt --
|t Verwendete Marginalien --
|t Für wen ist dieses Buch gedacht? --
|t Wie ist dieses Buch aufgebaut? --
|t Level 1: Was bedeutet eigentlich Gaming? --
|t Wer sind eigentlich diese Gamer? --
|t Gaming und Lernen --
|t Level 2: Gaming in Bibliotheken --
|t Level 3: Hardware -- mächtige Gaming-Werkzeuge in der Bibliothek --
|t Level 4: Games! ;-) --
|t Level 5: Gaming als Bestandsthema? --
|t Level 6: Services und Aktivitäten mit Games --
|t Level 7: Erste Schritte zur ultimativen Gaming-Bibliothek --
|t Level 8: Das ultimative Nachwort --
|t Über den Autor.
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|a Using a theoretical review as a foundation, this volume for the first time provides a comprehensive review of the manifold possibilities for the use of gaming in libraries. It presents new trends in gaming as well as current activities being conducted by libraries to reveal the growing impact of gaming on the transmission of culture and knowledge.
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545 |
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|a Christoph Deeg, Berater und Speaker für Social-Media-Management und Gamification, Berlin.
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|a In German.
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|a Description based on online resource; title from PDF title page (ACM, viewed April 03 2015).
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|a De Gruyter Online
|b De Gruyter Open Access eBooks
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776 |
0 |
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|c Print+Online
|z 9783110312843
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856 |
4 |
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|u https://www.degruyter.com/openurl?genre=book&isbn=9783110312836
|z Texto completo
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994 |
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|a 92
|b IZTAP
|