Please use this identifier to cite or link to this item: https://hdl.handle.net/10923/13903
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dc.contributor.authorMayara Jesus de Oliveira-
dc.contributor.authorLuana Müller-
dc.contributor.authorAngelina de Carvalho Alvarez Ziesemer-
dc.contributor.authorLuciana da Silveira Espindola-
dc.contributor.authorMilene Selbach Silveira-
dc.contributor.authorCaroline Q. Santos-
dc.date.accessioned2019-02-08T19:50:48Z-
dc.date.available2019-02-08T19:50:48Z-
dc.date.issued2018-
dc.identifier.isbn2179-2259-
dc.identifier.urihttp://hdl.handle.net/10923/13903-
dc.language.isoen-
dc.relation.ispartofAnais do XVII Simpósio Brasileiro de Jogos e Entretenimento Digital, 2018, Brasil.-
dc.rightsopenAccess-
dc.subjectHelp resources-
dc.subjectcommunicability-
dc.subjectplayability-
dc.subjectgames-
dc.subjectuser observation-
dc.subjectfirst-hour experience-
dc.titleDo not puzzle the puzzle player: when communicability issues influence playability-
dc.typeconferenceObject-
dc.date.updated2019-02-08T19:50:47Z-
Appears in Collections:Apresentação em Evento

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