1. Al Mahmud, A., Mubin, O., Shahid, S., & Martens, J. (2008). Designing and evaluating the tabletop game experience for senior citizens. In Proceedings of the 5th Nordic conference on human-computer interaction building bridges - NordiCHI '08 (pp. 215–222)
https://pure.uvt.nl/ws/files/1049756/p403-al_mahmud2.pdf
, accessed, February 5th, 2019.
2. Allan, G. (2003). A critique of using grounded theory as a research method. Electronic Journal of Business Research Methods, 2(1), 1–10
http://www.ejbrm.com/vol2/v2-i1/issue1-art1-allan.pdf
, accessed, May 11th, 2019.
3. Baldaro, B., Tozzi, G., Codispoti, M., Montebarrocci, O., Barbagli, F., & Trobini, E. (2004). Aggressive and non violent videogames:Short-term psychological and cardiovascular effects on habitual players. Stress and Health, 20(4), 203–208.
https://doi.org/10.1002/smi.1015
Accessed March 10th, 2019.
4. Barab, S., & Squire, K. (2009). Design-based research: Putting a stake in the ground. The Journal of the Learning Sciences, 13(1), 1–14.
https://doi.org/10.1207/s15327809jls1301
Accessed February 5th, 2019.
5. Barab, S., Thomas, M., Dodge, T., & Tuzun, H. (2005). Making learning fun: Quest Atlantis, a game without guns. Educational Technology Research and Development, 53(1), 86–107.