Diferencia entre revisiones de «Breaking-Molds Video Game Interfaces»
Sheroes in Games Wiki
(Página creada con «{{TEGroundProduct |isAbout=User Interface / User experience }} {{LOMEducational |dificulty=Intermediate |intendedenduser=Student, Teacher |telanguage=Spanish |context=Dista…») |
(Sin diferencias)
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Revisión actual del 00:02 20 feb 2022
| Elemento Básico |
|---|
| Educación | |
|---|---|
| Dificultad | Intermediate |
| Destinatario | Student, Teacher |
| Idioma | Spanish |
| Contexto | Distance learning |
| Tipo de Recurso | weblog |
| Rango de Edades Típico | +18 |
| Plataforma | Multiplatform |
| Licencia | |
|---|---|
| Es Pago | No |
| Género | |
|---|---|
| Aborda Lenguaje No Binario | No |
| Aborda Géneros | No |
| Aborda Visibilidad LGBTIQ+ | No |
| Aborda Diversidad | No |
| Aborda Estereotipos de Género | No |
| Aborda Identidades No Binarias | No |
| Aborda Identidades Trans | No |
URL
https://davinci.edu.ar/noticias/detalle/interfaces-de-videojuegos-que-rompieron-el-molde
Propósito
In an article posted on the website of the prestigious Da Vinci school in Buenos Aires, Argentina, Emilio GOLA comments and explains, along with examples, how the mold of video game interfaces can be broken; as long as one has the knowledge and experience needed to be able to support the argument.
Anotaciones
| Capítulo | Video Game Development |
|---|---|
| Area | U/I, U/X |
| Comentarios |
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