Right Game, Wrong Place? A Case Study: Using a Gamified AR Application in a Heritage Context to Promote Engagement and Learning

Jefferies, L (2022) "Right Game, Wrong Place? A Case Study: Using a Gamified AR Application in a Heritage Context to Promote Engagement and Learning." In: Deliyannis, I, (ed.) Gamification - Analysis, Design and Development. IntechOpen. ISBN UNSPECIFIED

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