… This book chapter explores the development and delivery of a gamified, augmented reality smartphone application called TNAR (Temple Newsam Augmented Reality). The application, …
CITATION STYLE
Noah Jefferies, L. (2023). Right Game, Wrong Place? A Case Study: Using a Gamified AR Application in a Heritage Context to Promote Engagement and Learning. In Gamification - Analysis, Design, Development and Ludification. IntechOpen. https://doi.org/10.5772/intechopen.107535
Mendeley helps you to discover research relevant for your work.