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Cycling and behaviour change: Using games to improve the experience for families (2012)
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Clayton, W., & Musselwhite, C. (2012). Cycling and behaviour change: Using games to improve the experience for families

Digital games and media are being harnessed for educational purposes, with some now being used to promote sustainable behaviour. Such approaches exploit current trends in technology use and the popularity of digital gaming to encourage new activities... Read More about Cycling and behaviour change: Using games to improve the experience for families.