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Handbook of Research on Serious Games as Educational, Business and Research Tools
The condition of identity between individual values and group values, in which the individual does not face pressure by a group to acquire cultural norm the individual doesn’t already possess, and can become part of the group.
Published in Chapter:
PLAYER: A European Challenge Game to Discover Young Entrepreneurs
Pedro Neves (University of Trás-os-Montes e Alto Douro, Portugal), Ricardo Rodrigues Nunes (University of Trás-os-Montes e Alto Douro, Portugal), Jorge Lima (University of Trás-os-Montes e Alto Douro, Portugal), Paulo Martins (University of Trás-os-Montes e Alto Douro, Portugal), Hugo Paredes (University of Trás-os-Montes e Alto Douro, Portugal), João Varajão (University of Trás-os-Montes e Alto Douro, Portugal), Leonel Morgado (University of Trás-os-Montes e Alto Douro, Portugal), Ramiro Gonçalves (University of Trás-os-Montes e Alto Douro, Portugal), Benjamim Fonseca (University of Trás-os-Montes e Alto Douro, Portugal), Robert Sanders (European BIC Network, Belgium), Vera Barracho (European BIC Network, Belgium), Viktorija Bojovic (University of Novi Sad, Serbia), Saša Bošnjak (University of Novi Sad, Serbia), Zita Bošnjak (University of Novi Sad, Serbia), Alberto Soraci (Innova BIC – Business Innovation Centre, Italy), Urban Lapajne (University of Maribor / IRP, Slovenia), Matej Rus (University of Maribor / IRP, Slovenia), Martin Rahe (Escuela de Alta Dirección y Administración, Spain), Andre Mostert (University of East London, United Kingdom), João Carvalho (Centro de Inovação Empresarial da Beira Interior, Portugal), and Isabel Duarte (Centro de Inovação Empresarial da Beira Interior, Portugal)
DOI: 10.4018/978-1-4666-0149-9.ch010
Abstract
Serious games are playing an increasing role as educational tools and the last decade witnessed a growing number of proposals in this field. One of the major challenges of the current European societies is to foster an entrepreneurial interest in young people, and the European Commission has been promoting projects that pursue this objective. This chapter presents one such project, PLAYER, in which an educational game was implemented in Facebook with the aim of promoting entrepreneurship by guiding young people in the definition of a business proposal. The game encompasses 4 stages that include the basic description of the business idea, the characterization of its strategies, the filling of a funding quiz, the SWOT analysis, and finally the production of a detailed business plan, for those players to be able to reach the final stage of the game.
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