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    Entertainment Computing ? ICEC 2022: 21st IFIP TC 14 International Conference, ICEC 2022, Bremen, Germany, November 1?3, 2022, Proceedings

    Entertainment Computing ? ICEC 2022 by Göbl, Barbara; van der Spek, Erik; Baalsrud Hauge, Jannicke;

    21st IFIP TC 14 International Conference, ICEC 2022, Bremen, Germany, November 1?3, 2022, Proceedings

    Series: Lecture Notes in Computer Science; 13477;

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      • Publisher's listprice EUR 106.99
      • The price is estimated because at the time of ordering we do not know what conversion rates will apply to HUF / product currency when the book arrives. In case HUF is weaker, the price increases slightly, in case HUF is stronger, the price goes lower slightly.

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    45 385 Ft

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    Availability

    Estimated delivery time: In stock at the publisher, but not at Prospero's office. Delivery time approx. 3-5 weeks.
    Not in stock at Prospero.

    Why don't you give exact delivery time?

    Delivery time is estimated on our previous experiences. We give estimations only, because we order from outside Hungary, and the delivery time mainly depends on how quickly the publisher supplies the book. Faster or slower deliveries both happen, but we do our best to supply as quickly as possible.

    Product details:

    • Edition number 1st ed. 2022
    • Publisher Springer
    • Date of Publication 24 October 2022
    • Number of Volumes 1 pieces, Book

    • ISBN 9783031202117
    • Binding Paperback
    • No. of pages452 pages
    • Size 235x155 mm
    • Weight 718 g
    • Language English
    • Illustrations 37 Illustrations, black & white; 124 Illustrations, color
    • 456

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    Long description:

    This book constitutes the refereed proceedings of the 21sth IFIP TC 14 International Conference on Entertainment Computing, ICEC 2022, which was supposed to take place in Bremen, Germany, in November 2022.


    The 13 full papers, 13 short papers and 12 other papers presented were carefully reviewed and selected from 72 submissions. ICEC brings together researchers and practitioners from diverse backgrounds to discuss the multidisciplinary intersection of design, art, entertainment, interaction, computing, psychology in the fields of gaming and entertainment computing.

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