2004 - Dynamism of knowledge creation in the business clusters in Europe
2003 - Dynamism of collaboration in the e-University
1996 - 2000 ヨーロッパにおける酸性降下物対策
1996 - Environmental Governance in Europe
Practical Use of Serious Games in Higher Education
全件表示
論文 (28件):
Kyosuke Yorozuya, Yuta Kubo, Keisuke Fujii, Daiki Nakashima, Taiki Nagayasu, Hiroyuki Hayashi, Kazuya Sakai, Keiji Amano. Effect of digital game intervention on cognitive functions in older adults: a multiple baseline single case experimental design study. BMC Geriatrics. 2024. 24. 1
天野圭二, Tsugumi Okabe, Geoffrey Rockwell. Ethics and Gaming: The Presentation of Ethics and Social Responsibility by the Japanese Game Industry. Replaying Japan. 2021. 3. 11-20
天野圭二. Replaying Japan 2017、2018、2019. デジタルゲーム学研究. 2020. 13. 1. 39-42