Industries, stakeholders, and the general public approach culture (both tangible and intangible) for a variety of purposes, and digital games can channel each of these purposes in different ways. In the context of a cultural experience, people may want to learn (with serious games) but also to have fun (with simple entertainment games), spend some spare time (with casual games), socialize (with social or multiplayer games), or create (with collaborative creation games). Similarly, cultural institutions Ver más
«Congreso Internacional sobre Comunicación y Redes Sociales en la Sociedad de la Información»
En este congreso pretendemos aunar a profesionales, investigadores y estudiantes que aporten sus trabajos científicos con el fin de explorar la influencia, alcance e impacto