1. E. Commission, "The European Qualifications Framework (EQF)." [Online]. Available: https://ec.europa.eu/ploteus/content/descriptors-page. [Accessed: 10-Oct-2017].
2. Young Digital Planet, The Book of Trends in Education 2.0. 2015.
3. Marketsandmarkets, "Serious Game Market by Vertical (Education, Corporate, Healthcare, Retail, Media and Advertising), Application (Training, Sales, Human Resource, Marketing), Platform, End-User (Enterprise, Consumer), and Region - Forecast to 2020," 2015.
4. F. Bellotti, B. Kapralos, K. Lee, P. Moreno-Ger, and R. Berta, "Assessment in and of serious games: An overview," Adv. Human-Computer Interact., vol. 2013, 2013.
5. M. Graafland, J. M. Schraagen, and M. P. Schijven, "Systematic review of serious games for medical education and surgical skills training," Br. J. Surg., vol. 99, no. 10, pp. 1322--1330, 2012.