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Office: TCM1 P2 OF. 15
Correu Electronic: cgonzalezt@tecnocampus.cat
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Academic training
Qualification | Institution |
---|---|
DEGREE IN PSYCHOLOGY | BARCELONA UNIVERSITY |
DOCTORATE IN LEISURE AND HUMAN DEVELOPMENT | UNIVERSITY OF DEUSTO |
CULTURAL AND CREATIVE INDUSTRIES CREATION PROGRAM | INCYDE FOUNDATION AND MINISTRY OF CULTURE |
Articles
Year of publication | Title | Author |
---|---|---|
2014 |
#DAMETUITS: GAMIFIED CORPORATE TRAINING AND COMMUNICATION PROGRAM |
CARLOS GONZÁLEZ TARDÓN & REBECA AMIEVA DE LA VEGA |
2015 |
GAMIFICATED CORPORATE COMMUNICATION AT UNIVERSITY. |
CARLOS GONZÁLEZ TARDÓN |
2017 |
DIDACTIC USE OF VIDEO GAMES IN SCHOOL AND IN THE FAMILY: POSSIBILITIES AND RECOMMENDATIONS. |
CARLOS GONZÁLEZ TARDÓN & SILVIA LÓPEZ GÓMEZ |
2015 |
CONTRIBUTIONS FROM VIDEO GAME DESIGN AND SIMULATION TOWARDS THE IMPROVEMENT OF TRAINING PROJECTS |
CARLOS GONZÁLEZ TARDÓN & MIKEL CALVO ALONSO |
2013 |
ADDICTION TO VIDEO GAMES ON SOCIAL NETWORKS |
CARLOS GONZÁLEZ TARDÓN |
2014 |
IMPACT OF GAMIFICATION ON INDUSTRY |
CARLOS GONZÁLEZ TARDÓN, CARLOS GUARDIOLA, JUAN CARLOS LOZANO |
2012 |
SOCIAL NETWORKS FOR EDUCATION |
CARLOS GONZÁLEZ TARDÓN |
2010 |
ARTIFICIAL PSYCHOLOGY. WHAT DOES INTERACTION WITH ROBOTS, BEINGS AND SIMULATED ENVIRONMENTS TO HUMAN BEINGS BRING? |
CARLOS GONZÁLEZ TARDÓN |
2006 |
EMOTIONS AND VIDEO GAMES |
CARLOS GONZÁLEZ TARDÓN |
2015 |
WHAT IS A GAME? |
CARLOS GONZÁLEZ TARDÓN |
2016 |
UNIVERSITY GAMIFIED EVALUATION SYSTEM |
CARLOS GONZÁLEZ TARDÓN |
2016 |
ON THE EFFECTIVENESS OF GAMIFIED STRUCTURES IN LONG-TERM LEARNING FOR THE EFFECTIVE USE OF SOCIAL NETWORKS IN ORGANIZATIONS |
CARLOS GONZÁLEZ TARDÓN |
2016 |
GAMIFICATION AS INTERFACE OR AS HACKING. PERSPECTIVES OF GAMIFIED PROJECTS DEVELOPMENT. |
CARLOS GONZÁLEZ TARDÓN |
2006 |
INTERACTION WITH SIMULATED BEINGS: NEW TOOLS IN EXPERIMENTAL PSYCHOLOGY |
CARLOS GONZÁLEZ TARDÓN |
2006 |
RAW ART, CREATIVITY AND ERROR. THE ART OF THE MENTALLY SICK. |
CARLOS GONZÁLEZ TARDÓN |
2008 |
SOCIAL BEHAVIOR SIMULATOR. GENERATION AND APPLICATION OF A SIMULATED HUMAN BEING FOR THE STUDY OF DIADIC SOCIAL INTERACTION. |
CARLOS GONZÁLEZ TARDÓN |
2010 |
IMMERSION IN SIMULATED WORLDS. DEFINITION, FACTORS THAT CAUSE IT AND A POSSIBLE MODEL OF IMMERSION FROM A PSYCHOLOGICAL PERSPECTIVE |
CARLOS GONZÁLEZ TARDÓN |
2012 |
THE ROLE OF VIDEO GAMES IN LIBRARIES |
CARLOS GONZÁLEZ TARDÓN |
2012 |
SAFE AND HEALTHY USE OF VIDEO GAMES |
CARLOS GONZÁLEZ TARDÓN |
2014 |
#DAMETUITS: GAMIFIED CORPORATE TRAINING AND COMMUNICATION PROGRAM |
CARLOS GONZÁLEZ TARDÓN |
2015 |
GAMIFICATED CORPORATE COMMUNICATION AT UNIVERSITY. GAMIFICATION IN SOCIAL NETWORKS, EXPERIENCES, OPPORTUNITIES AND DISADVANTAGES |
CARLOS GONZÁLEZ TARDÓN |
2017 |
TEACHING USE OF VIDEO GAMES AT SCHOOL AND IN THE FAMILY: POSSIBILITIES AND RECOMMENDATIONS |
CARLOS GONZÁLEZ TARDÓN, SILVIA LÓPEZ GÓMEZ |
2015 |
CONTRIBUTIONS FROM VIDEO GAME DESIGN AND SIMULATION FOR THE IMPROVEMENT OF TRAINING PROJECTS |
CARLOS GONZÁLEZ TARDÓN, MIKEL CALVO ALONSO |