1. Beck, J., & Wade, M. (2004).Got game: How the gamer generation is changing business forever. Boston, MA: Harvard Business School Press.
2. Entertainment Software Association. (2004).Essential facts about the computer and video game industry. Available online: http://www.theesa.com/facts/gamer_data.php
3. Jonassen, D. (nd).Constructivist learning environments. Retrieved May 2, 2005, from University of Missouri-Columbia, College of Education Web site: http://www.coe.missouri.edu/~jonassen/ courses/CLE
4. NTL, Institute for Applied Behavioral Sciences, (nd).The learning pyramid. Alexandria, Virginia. Oblinger, D. (2004). The next generation of educational engagement,journal of Interactive Media in Education (8). Available online: http://www-jime.open.ac.Uk/2004/8
5. Pew Internet & American Life Project. (2004).How Americans use instant messaging. Washington, D.C.