1. Aarseth, E. (2003). Playing research: Methodological approaches to game analysis. Paper presented at the Digital Arts and Culture conference, Melbourne, Australia.
2. Alexander, G., Eaton, I., & Egan, K. (2010). Cracking the code of electronic games: Some lessons for educators. Teachers College Record, 112(7), 1830–1850.
3. Allsop, Y., Yeniman Yildirim, E., & Screpanti, M. (2013). Teachers’ beliefs about game based learning: A comparative study of pedagogy, curriculum and practice in Italy, Turkey and the UK. In The Proceedings of The 7th European Conference on Games Based Learning (pp. 1–10), 3–4 October, Porto, Portugal.
4. An, Y. (2018). The effects of an online professional development course on teachers’ perceptions, attitudes, self-efficacy, and behavioral intentions regarding digital game-based learning. Educational Technology Research and Development, 66, 1505–1527.
5. Baek, Y. K. (2008). What hinders teachers in using computer and video games in the classroom? Exploring factors inhibiting the uptake of computer and video games. CyberPsychology and Behavior, 11(6), 665–671.