Serious Games for Personal and Social Learning & Ethics: Status and Trends

Author:

Pereira Gonçalo,Brisson António,Prada Rui,Paiva Ana,Bellotti Francesco,Kravcik Milos,Klamma Ralf

Publisher

Elsevier BV

Subject

General Engineering

Reference42 articles.

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3. T. Baranowski, R. Buday, J. Baranowski, V. Thompson, R. Jago, and M. J. Griffith, “Serious video games for health how beh avioral science guided the development of a serious video game.” Simulation gaming, vol. 41, no. 4, pp. 587-606, 2010.

4. B. L. A. Annetta, M.R. Murray, S.G. Laird, S.C. Bohr, and J. C. Park, “Incorporating video games in the classroom seri ous games,” Distance Education, vol. 29, no. 3, pp. 16-22, 2006.

5. M. A. Zielke, M.J. Evans, F. Dufour, T.V. Christopher, J.K. Donahue, P. Johnson, E.B. Jennings, B.S. Friedman, P.L. Ounekeo, and R. Flores, “Serious games for immersive cultural training: Creating a living world,” IEEE Computer Graphics and Applications, vol. 29, no. 2, pp. 49-60, 2009.

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