14 books • 1 series
Advertising and Branding
Standards and Standardization
STEM Education
Digital Arts and Entertainment
Cyber Behavior
Cloud Technology
Marketing and Consumer Behavior
K-12 Education
IT Policy and Ethics
Gaming and Simulations (Contemporary Research in Information Science and Technology)
Electronic Services (Contemporary Research in Information Science and Technology)
Web-Based Education
Managing Social and Economic Change with Information Technology
Managing Information Technology in a Global Society