The game takes place on [ Interactive Documentary Deadline Syria Portaplay has developed the setup of the technical framework and content pipeline for the interactive documentary Deadline Syria.
Exciting Gaming Technology Trends | Redbytes
The project is a follow up to the Award winning project Deadline [ Denmarks national public service company. In the game you throw presents to your loved ones, [ Deadline Syrien. We cover all platforms. We help museums and exhibitors to strengthen their communication with interactive solutions.
Some of our clients:. Games , Learning , Mobile. Engagement tools , Learning. This DLC market was valued at 5.
While gamers worldwide unsurprisingly spend the most amount of money on full download games, the average amount spent on in-game downloads is almost as high. Some of the leading reasons for spending hard-earned cash on in-game purchases and downloadable content include being able to buy things that give the gamer an advantage in the game and the ability to level up more quickly. Full access to 1m statistics Incl. Premium Account. Exclusive content.
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Other statistics on the topic Online Gaming Industry. Statista Accounts: Access All Statistics. Basic Account.
Your perfect start with Statista. Corporate Account. Corporate solution including all features. Prices do not include sales tax. Leading companies trust Statista:. Online gaming. All Information in one Presentation. Go to dossier. Statista has been my savior on several occasions. The site is easy to maneuver and the data is in a format that can go right into a report or presentation. Overview Industry leaders Online gamer profile Online gaming platforms Social gaming Game rankings Leading games Overview The most important statistics.
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Learning by Playing – experiential learning in the digital age
Frequently played online games in China in , by type of game. Bryce Eds. Bryce, Jo, et al. Jason Rutter and Jo Bryce. SAGE Knowledge. Have you created a personal profile? Login or create a profile so that you can create alerts and save clips, playlists, and searches.
Alignment With Recent Related Meta-Analyses
Please log in from an authenticated institution or log into your member profile to access the email feature. This chapter examines the gender dynamics of computer gaming, its identification as a masculine activity and the ways in which female gaming is routinely marginalized through a range of practices. It examines how theoretical perspectives from gender studies, sociology and leisure theory can contribute to understanding the conceptualization and experience of gaming as a masculine activity.
This is achieved through an examination of the gendering of access to digital gaming, the spaces in which games are played and game content in determining female access and participation.