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Education, Entertainment, Recreation

Education, Entertainment, Recreation is een registratie van New Order uit 2021 en is uitgebracht onder het label Warner Strategic Marketing;

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Entertainment-Education Behind the Scenes

This Open Access book tracks the latest trends in the theory, research, and practice of entertainment-education, the field of communication;

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Entertainment-Education

Arvind Singhal and Everett M. Rogers have developed this unique volume focused on the history and development of entertainment-education;

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Entertainment-Education and Social Change

Entertainment-Education and Social Change introduces readers to entertainment-education (E-E) literature from multiple perspectives. This;

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Entertainment-Education and Social Change

Entertainment-Education and Social Change introduces readers to entertainment-education (E-E) literature from multiple perspectives. This;

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Writing and Producing for Television and Film

Role models from the visual media often spark in viewers the will to emulate desired behavior. The Entertainment-Education method combines;

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Teens in Mexico

Explores the daily lives and customs of Mexican teenagers, discussing holidays, education, employment, entertainment, and culture.;

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Intelligent Technologies for Interactive Entertainment

submissions and present novel interactive techniques and their application in entertainment, education, culture and art. The papers are grouped in six;

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Two Bit Circus and the Future of Entertainment

This brief will explore topics in computer science through the lens of Two Bit Circus, an engineering entertainment company based out;

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Developing Virtual Reality Applications

foundational VR applications in business, science, medicine, education, spatial studies, public safety, and entertainment industries.;

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Picture the Past Life in Ancient Athens Hardback

, education, communications, transportation and entertainment. In addition, community and family life are explored.;

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Patient Education & Management

-related epilepsy; optimisation of blood and blood products utilisation; using entertainment-education in HIV-prevention targeting adolescents; the;

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Technology, Innovation, Entrepreneurship and Education

Education, TIE 2019, held in Braga, Portugal, in October 2019. The 11 full and 2 short papers focus on emerging technologies for education;

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Graphic Design in an Interactive Edutainment Television Programme

leads to a discussion of the current state of education within the country. Edutainment, an amalgamation of education and entertainment;

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Spinning the Child

Spinning the Child examines music for children on records, radio and television by assessing how ideals of entertainment, education, '

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Aesthetic Reverberations in Literature and Education

of the responses we might expect works of art or entertainment to elicit, whether positive or negative. That is why the articles in this;

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Haptic Interaction

such as education, medicine, telecommunication, navigation, and entertainment.;

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A Board Game Education

A Board Game Education is an entertaining and valuable resource for parents, teachers, educators, and anyone who appreciates the fun and;

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A Board Game Education

A Board Game Education is an entertaining and valuable resource for parents, teachers, educators, and anyone who appreciates the fun and;

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Only Entertainment

Only Entertainment explores entertainment as entertainment, asking how and whether an emphasis on the primacy of pleasure sets it apart;

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Education, Entertainment and Learning in the Home

using devices drawn from popular culture. In the process, the boundaries between homes and schools, and between education and entertainment, are;

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Entertainment Engineering

Entertainment Engineering. You may ask, what has Engineering to do with Entertainment, other than the design of roller coasters? The;

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Entertainment Marketing and Communication

For undergraduate and graduate level Marketing and Communication courses or practitioners in the entertainment industry. Entertainment;

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Toys, Games, and Media

of traditional toys and play. They link their studies of toys to goals in education and to entertainment and information transfer. This book will;

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