References+All,+Duplicates+were+Deleted

__I saved Mike's tags (cutting-pasting it at the end of each reference instead of beginning), but since I color-coded his list, the colors for those tags were lost. I can re-color them again.__
 * __Color Coded it: Orange is MFY search, black is ours (masha)__**

** Baranowski, T., Buday, R., Thompson, D., & Baranowski, J. (2008). Playing for real: Video games and stories for health-related behavior change. // American Journal of Preventive Medicine //, // 34 // (1), 74-82. doi:10.1016/j.amepre.2007.09.027. **** [Affordances - Training] ** ** Gentile, D., & Gentile, J. (2008). Violent video games as exemplary teachers: A conceptual analysis. // Journal of Youth and Adolescence //, // 37 // (2), 127-141. doi:10.1007/s10964-007-9206-2 **** .[Conceptual Paper] **
 * Abrams, S. S. (2009). A Gaming Frame of Mind: Digital Contexts and Academic Implications. //Educational Media International// , 46(4), 335-347.  [Comparison Study]  **
 * Abrams, S. S. (2010). Real benefits from virtual experiences: How four avid video gamers used gaming as a resource in their literate activity. ProQuest Information & Learning). //Dissertation Abstracts International Section A: Humanities and Social Sciences, 70// (12-) [Player Experience] **
 * Achtman, R., Green, C., & Bavelier, D. (2008). Video games as a tool to train visual skills. // Restorative Neurology and Neuroscience //, // 26 // (4-5), 435-446. Retrieved from PsycINFO database. ** [Physiology]
 * Adams, M. G. (2009). Engaging 21st-Century Adolescents: Video  Games in the Reading Classroom. //English Journal// , 98(6), 56-59.  [Conceptual Paper]  **
 * Akkerman, S., Admiraal, W., & Huizenga, J. (2009). Storification in history education: A mobile game in and about medieval Amsterdam. //Computers & Education//, //52//(2), 449-459. doi:10.1016/j.compedu.2008.09.014. **
 * Alvarado, J. T. O. (2006). Playing with power: An examination of a massive multiplayer online role playing game. ProQuest Information & Learning). //Dissertation Abstracts International: Section B: The Sciences and Engineering, 67// (2-) **
 * Anand, V. (2007). A study of time management: The correlation between video game usage and academic performance markers. //CyberPsychology & Behavior,// //10//(4), 552-559. **
 * Anderson, J. L. (2008). The kids got game: Computer/video games, gender and learning outcomes in science classrooms. ProQuest Information & Learning). //Dissertation Abstracts International Section A: Humanities and Social Sciences, 69// (6-) **
 * Ang, C. S., & Rao, G. S. V. R. (2008). Computer game theories for designing motivating educational software: A survey study. //International Journal on E-Learning,// //7//(2), 181-199. **
 * Ang, C. S., Zaphiris, P., & Mahmood, S. (2007). A model of cognitive loads in massively multiplayer online role playing games. //Interacting with Computers, 19//(2), 167-179. **
 * Annetta, L., Mangrum, J., Holmes, S., Collazo, K., & Cheng, M. (2009). Bridging realty to virtual reality: Investigating gender effect and student engagement on learning through video game play in an elementary school classroom. //International Journal of Science Education, 31//(8), 1091-1113. **
 * Annetta, L., Minogue, J., Holmes, S., & Cheng, M. (2009). Investigating the impact of video games on high school students' engagement and learning about genetics.//Computers & Education//, //53//(1), 74-85. doi:10.1016/j.compedu.2008.12.020. **
 * Annetta, L., Murray, M., Laird, S. G., Bohr, S., & Park, J. (2008). Investigating student attitudes toward a synchronous, online graduate course in a multi-user virtual learning environment. //Journal of Technology and Teacher Education (JTATE),// //16//(1), 5-34. **
 * Annetta, L.A. et al. (2009). Investigating the impact of video games on high school students’ engagement and learning about genetics. // Computers & Education, //  53(1), 74-85.   **
 * Arici, A. D. (2009). Meeting kids at their own game: A comparison of learning and engagement in traditional and three-dimensional muve educational-gaming contexts. ProQuest Information & Learning). //Dissertation Abstracts International Section A: Humanities and Social Sciences, 70// (2-) [Comparison Study] **
 * Axelsson, A., & Regan, T. (2006). Playing online. In J. Bryant (Ed.), //Playing video games: Motives, responses, and consequences.// (pp. 291-306). Mahwah, NJ US: Lawrence Erlbaum Associates Publishers. **
 * Baek, Y. (2008). What hinders teachers in using computer and video games in the classroom? Exploring factors inhibiting the uptake of computer and video games.//CyberPsychology & Behavior//, //11//(6), 665-671. doi:10.1089/cpb.2008.0127. **
 * Bainbridge, W. S. (2007). The scientific research potential of virtual worlds. //Science, 317//(5837), 472-476. [Afforodances- Science] **
 * Baldwin, M., & Dandeneau, S. (2009). Putting social psychology into serious games.//Social and Personality Psychology Compass//, //3//(4), 547-565. doi:10.1111/j.1751-9004.2009.00185.x. **
 * Barab, S. A., Dodge, T., Ingram-Goble, A., Pettyjohn, P., Peppler, K., Volk, C., & Solomou, M. (2010). [|Pedagogical Dramas and Transformational Play: Narratively Rich Games for Learning.] Mind, Culture & Activity, 17 (3), p235-264. **
 * Barab, S., Dodge, T., Thomas, M. K., Jackson, C., & Tuzun, H. (2007). Our designs and the social agendas they carry. //Journal of the Learning Sciences, 16//(2), 263-305. [Conceptual Paper] **
 * <span style="background-color: transparent; color: #333333; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Barab, S. A., Scott, B., Siyahhan, S., Goldstone, R., Ingram-Goble, A., Zuiker, S. J., & Warren, S. (2009). Transformational Play as a Curricular Scaffold: Using Videogames to Support Science <span style="background-color: #ffffff; color: #333333; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Education. <span style="background-color: #ffffff; color: #333333; font-family: Arial; font-size: 10pt; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">//Journal of Science Education and Technology// <span style="background-color: #ffffff; color: #333333; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">, 18(4), 305-320. <span style="background-color: transparent; background-position: 100% 50%; color: #000099; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; vertical-align: baseline; white-space: pre-wrap;"> <span style="background-color: transparent; color: #008000; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">[Affordances - Science]  **
 * Barab, S., Thomas, M., Dodge, T., Carteaux, R., & Tuzun, H. (2005). Making learning fun: Quest atlantis, A game without guns. //Educational Technology Research and Development, 53//(1), 86-107. [Conceptual Paper] **
 * Baumeister, J., Reinecke, K., Cordes, M., Lerch, C., Weiß, M. (2010). [|Brain activity in goal-directed movements in a real compared to a virtual environment using the Nintendo Wii.] Neuroscience Letters, 481 (1), p47-50. **
 * Becker, K. (2008). The invention of good games: Understanding learning design in commercial video games. // Dissertation Abstracts International Section A //, 69, Retrieved from PsycINFO database. ** [Conceptual Paper]
 * Bessière, K., Seay, A. F., & Kiesler, S. (2007). The ideal elf: Identity exploration in world of warcraft. //CyberPsychology & Behavior, 10//(4), 530-535. [Player Experience] **
 * Blakely, G., Skirton, H., Cooper, S., Allum, P., & Nelmes, P. (2009). Educational gaming in the health sciences: Systematic review. //Journal of Advanced Nursing//, //65//(2), 259-269. doi:10.1111/j.1365-2648.2008.04843.x. **
 * Bluemke, M., Friedrich, M., & Zumbach, J. (2010). The influence of violent and nonviolent computer games on implicit measures of aggressiveness. //Aggressive Behavior//, //36//(1), 1-13. doi:10.1002/ab.20329. ** [Physiology] [EMPIRICAL]
 * Bonanno, P., & Kommers, P. A. M. (2005). Gender differences and styles in the use of digital games. //Educational Psychology,// //25//(1), 13-41. **
 * Boot, W. (2007). The effects of video game playing on perceptual and cognitive abilities. // Dissertation Abstracts International //, 68, Retrieved from PsycINFO database. ** [Affordances - Training] [EMPIRICAL]
 * Bourgonjon, J., Valcke, M., Soetaert, R., & Schellens, T. (2010). [|Students’ perceptions about the use of video games in the classroom]. Computers & Education, 54 (4), p1145-1156. **
 * Braun, C. M., Goupil, G., Giroux, J., & Chagnon, Y. (1986). Adolescents and microcomputers: Sex differences, proxemics, task and stimulus variables. //Journal of Psychology: Interdisciplinary and Applied,// //120//(6), 529-542. **
 * Browell, D. E. (2008). World of studentcraft: An ethnographic study on the engagement of traditional students within an online world. ProQuest Information & Learning). //Dissertation Abstracts International Section A: Humanities and Social Sciences, 68// (11-) (QL: ethnography; Dissertation) [Player Experience] **
 * Cameron, B. & Dwyer, F. (2005). The effect of online gaming, cognition and feedback type in facilitating delayed achievement of different learning objectives. // Journal of Interactive Learning Research, //  16(3), 243-258.   **
 * Can, G., & Cagiltay, K. (2006). Turkish prospective teachers' perceptions regarding the use of computer games with educational features. //Educational Technology & Society, 9//(1), 308-321. **
 * Caplovitz, G., & Kastner, S. (2009). Carrot sticks or joysticks: Video games improve vision. // Nature Neuroscience //, // 12 // (5), 527-528. doi:10.1038/nn0509-527. ** [Physiology]
 * <span style="font-family: 'Times New Roman'; font-size: medium; line-height: normal; margin-left: 0.5in; text-indent: -0.5in;"><span style="background-color: transparent; color: #333333; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Casey, J. A. (1992). Counseling Using Technology with At-Risk Youth. ERIC Digest. <span style="background-color: transparent; background-position: 100% 50%; color: #000099; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; vertical-align: baseline; white-space: pre-wrap;"> <span style="background-color: transparent; color: #ff6600; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">[Conceptual Paper]  **
 * Chappell, D., Eatough, V., Davies, M. N. O., & Griffiths, M. (2006). EverQuest--it's just a computer game right? an interpretative phenomenological analysis of online gaming addiction. //International Journal of Mental Health and Addiction, 4//(3), 205-216. **
 * Charlton, J. P. (2002). A factor-analytic investigation of computer 'addiction' and engagement. //British Journal of Psychology,// //93//(3), 329-344. **
 * Charsky, D. (2010). From edutainment to serious games: A change in the use of game characteristics. // Games and Culture: A Journal of Interactive Media //, // 5 // (2), 177-198. doi:10.1177/1555412009354727. ** [Conceptual Paper]
 * <span style="font-family: 'Times New Roman'; font-size: medium; line-height: normal; margin-left: 0.5in; text-indent: -0.5in;"><span style="background-color: #ffffff; color: #333333; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Cheal, C. (2009). Student Perceptions of a Course Taught in Second Life. <span style="background-color: #ffffff; color: #333333; font-family: Arial; font-size: 10pt; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">//Innovate: Journal of Online Education// <span style="background-color: #ffffff; color: #333333; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">, 5(5). <span style="background-color: transparent; background-position: 100% 50%; color: #000099; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; vertical-align: baseline; white-space: pre-wrap;"> <span style="background-color: #ffffff; color: #ff6600; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">[Conceptual Paper] <span style="background-color: #ffffff; color: #000000; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">OR <span style="background-color: #ffffff; color: #008000; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">[Affordances- Motivation] BUT seems to have negative results  **
 * Chen, C., Sun, C., & Hsieh, J. (2008). Player guild dynamics and evolution in massively multiplayer online games. //CyberPsychology & Behavior, 11//(3), 293-301. [Player Experience] **
 * Chen, M. G. (2009). Communication, coordination, and camaraderie in world of warcraft. //Games and Culture: A Journal of Interactive Media, 4//(1), 47-73. [Player Experience] **
 * Chiu, S., Lee, J., & Huang, D. (2004). Video game addiction in children and teenagers in taiwan. //CyberPsychology & Behavior,// //7//(5), 571-581. **
 * Choi, B., Lee, I., Choi, D., & Kim, J. (2007). Collaborate and share: An experimental study of the effects of task and reward interdependencies in online games. //CyberPsychology & Behavior, 10//(4), 591-595. [Afforodances- Science] **
 * Chuang, T. (2008). The effects of computer and video gaming as play effects on elementary students' cognitive processes and learning achievements in Taiwan. // Dissertation Abstracts International Section A //, 69. **
 * Chuang, Y. (2006). Massively multiplayer online role-playing game-induced seizures: A neglected health problem in internet addiction. //CyberPsychology & Behavior, 9//(4), 451-456. **
 * <span style="color: #000000; font-family: 'Times New Roman'; font-size: medium; line-height: normal; margin-left: 0.5in; text-indent: -0.5in;"><span style="background-color: transparent; color: #333333; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Clark, A. C., & Ernst, J. V. (2009). Gaming in Technology Education. <span style="background-color: transparent; color: #333333; font-family: Arial; font-size: 10pt; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">//Technology Teacher// <span style="background-color: transparent; color: #333333; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">, 68(5), 21-26. <span style="background-color: transparent; background-position: 100% 50%; color: #000099; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; vertical-align: baseline; white-space: pre-wrap;"> <span style="background-color: transparent; color: #ff6600; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">[Conceptual Paper]  **
 * Cole, H., & Griffiths, M. D. (2007). Social interactions in massively multiplayer online role-playing gamers. //CyberPsychology & Behavior, 10//(4), 575-583. **
 * <span style="color: #000000; font-family: 'Times New Roman'; font-size: medium; line-height: normal; margin-left: 0.5in; text-indent: -0.5in;"><span style="background-color: #ffffff; color: #333333; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Coller, B. D., & Scott, M. J. (2009). Effectiveness of Using a Video Game to Teach a Course in Mechanical Engineering. <span style="background-color: #ffffff; color: #333333; font-family: Arial; font-size: 10pt; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">//Computers & Education// <span style="background-color: #ffffff; color: #333333; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">, 53(3), 900-912. <span style="background-color: transparent; background-position: 100% 50%; color: #000099; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; vertical-align: baseline; white-space: pre-wrap;"> <span style="background-color: #ffffff; color: #008000; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">[Comparison Study]  **
 * Columbus, A. (. ). (2006). In Columbus A. (Ed.), //Advances in psychology research, vol. 45//. Hauppauge, NY US: Nova Science Publishers. **
 * Cordes, D. F. (2006). Prey in the web: Internet usage and the marital relationship. ProQuest Information & Learning). //Dissertation Abstracts International: Section B: The Sciences and Engineering, 67// (2-) **
 * Creasey, G. L., & Myers, B. J. (1986). Video games and children: Effects on leisure activities, schoolwork, and peer involvement. //Merrill-Palmer Quarterly: Journal of Developmental Psychology,// //32//(3), 251-262. **
 * Crook, C., & Barrowcliff, D. (2001). Ubiquitous computing on campus: Patterns of engagement by university students. //International Journal of Human-Computer Interaction, 13//(2), 245-256. [Player Experience] **
 * de Freitas, S., & Griffiths, M. (2007). Online gaming as an educational tool in learning and training. //British Journal of Educational Technology, 38//(3), 535-537. [Conceptual Paper] **
 * de Freitas, S., Rebolledo-Mendez, G., Liarokapis, F., Magoulas, G., & Poulovassilis, A. (2010). Learning as immersive experiences: Using the four-dimensional framework for designing and evaluating immersive learning experiences in a virtual world. British Journal of Educational Technology, 41(1), 69-85. doi:10.1111/j.1467-8535.2009.01024.x. **
 * Deeble, L. (2008). Problematic internet use and the 'world of warcraft'--addiction linked to a quest for meaning. ProQuest Information & Learning). //Dissertation Abstracts International: Section B: The Sciences and Engineering, 69// (3-) [Psycho] **
 * deHaan, J. (2009). Video games and second language acquisition: The effect of interactivity with a rhythm video game on second language vocabulary recall, cognitive load, and telepresence. // Dissertation Abstracts International Section A //, 69. **
 * del Blanco, A., Torrente, J., Moreno-Ger, P., & Fernández-Manjón, B. (2010). [|Integrating Adaptive Games in Student-Centered Virtual Learnin Environments.] International Journal of Distance Education Technologies, 8 (3), p1-15. **
 * <span style="font-family: 'Times New Roman'; font-size: medium; line-height: normal; margin-left: 0.5in; text-indent: -0.5in;"><span style="background-color: transparent; color: #333333; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">DeVane, B., Durga, S., & Squire, K. (2010). "Economists Who Think like Ecologists": Reframing Systems Thinking in Games for <span style="background-color: #ffffff; color: #333333; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Learning. <span style="background-color: #ffffff; color: #333333; font-family: Arial; font-size: 10pt; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">//E-Learning and Digital Media// <span style="background-color: #ffffff; color: #333333; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">, 7(1), 3-20. <span style="background-color: transparent; background-position: 100% 50%; color: #000099; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; vertical-align: baseline; white-space: pre-wrap;"> <span style="background-color: transparent; color: #ff6600; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">[Conceptual Paper]  **
 * Dickey, M. D. (2007). Game design and learning: A conjectural analysis of how massively multiple online role-playing games (MMORPGs) foster intrinsic motivation. //Educational Technology Research and Development, 55//(3), 253-273. [Affordances- Motivation] **
 * Din, F. S., & Calao, J. (2001). The effects of playing educational video games on kindergarten achievement. //Child Study Journal,// //31//(2), 95-102. **
 * Dodge, T., Barab, S., Stuckey, B., Warren, S., Heiselt, C., & Stein, R. (2008). Children's sense of self: Learning and meaning in the digital age. //Journal of Interactive Learning Research, 19//(2), 225-249. **
 * <span style="color: #000000; font-family: 'Times New Roman'; font-size: medium; line-height: normal; margin-left: 0.5in; text-indent: -0.5in;"><span style="background-color: transparent; color: #333333; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Drew, B., & Waters, J. (1985). <span style="background-color: #ffffff; color: #333333; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Video <span style="background-color: transparent; color: #333333; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> Games: Utilization of a Novel Strategy to Improve Perceptual-Motor Skills in the Non-Institutionalized Elderly. <span style="background-color: transparent; background-position: 100% 50%; color: #000099; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; vertical-align: baseline; white-space: pre-wrap;"> <span style="background-color: transparent; color: #008000; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">[Affordances – Training] BUT, not sure if useful since subjects were elderly, not students  **
 * Ducheneaut, N., & Yee, N. (2009). Collective solitude and social networks in world of warcraft. In K. Setzekorn (Ed.), //Social networking communities and e-dating services: Concepts and implications.// (pp. 78-100). Hershey, PA US: Information Science Reference/IGI Global. **
 * Ducheneaut, N., Yee, N., Nickell, E., & Moore, R. J. (2006). Building an MMO with mass appeal: A look at gameplay in world of warcraft. //Games and Culture: A Journal of Interactive Media, 1//(4), 281-317. **
 * Duque, G., Fung, S., Mallet, L., Posel, N., & Fleiszer, D. (2008). Learning while having fun: The use of video gaming to teach geriatric house calls to medical students. // Journal of the American Geriatrics Society // ,// 56 //(7), 1328-1332. doi:10.1111/j.1532-5415.2008.01759.x. ** [Affordances - Training] [EMPIRICAL]
 * Durkin, K., & Barber, B. (2002). Not so doomed: Computer game play and positive adolescent development. //Journal of Applied Developmental Psychology,// //23//(4), 373-392. **
 * Earl, J., & Schussman, A. (2008). Contesting cultural control: Youth culture and online petitioning. In W. L. Bennett (Ed.), //Civic life online: Learning how digital media can engage youth.// (pp. 71-95). Cambridge, MA US: MIT Press. **
 * Eow, Y. L., bte, W. A., bt. Mahmud, R., & Baki, R. (2009). Form one students’ engagement with computer games and its effect on their academic achievement in a malaysian secondary school. //Computers & Education,// //53//(4), 1082-1091. **
 * Ertzberger, J. (2008). An exploration of factors affecting teachers' use of video games as instructional tools. ProQuest Information & Learning). //Dissertation Abstracts International Section A: Humanities and Social Sciences, 69// (6-) [Classroom Logistics] **
 * Thomas, S. (2006). Pervasive learning games: Explorations of hybrid educational gamescapes. //Simulation & Gaming, 37//(1), 41-55. [Conceptual Paper] **
 * Fabio, R. A., & Antonietti, A. (2002). Come bambini e adolescenti usano il computer per imparare. //Ricerche Di Psicologia,// //25//(1), 11-21. **
 * Falloon, G. (2010). Using avatars and virtual environments in learning: What do they have to offer? // British Journal of Educational Technology // , 41(4), 108-122.   **
 * Fang, K., Lin, Y., & Chuang, T. (2009). Why do internet users play massively multiplayer online role-playing games?: A mixed method. //Management Decision, 47//(8), 1245-1260. **
 * Ferguson, C. J. (2010). Introduction to the special issue on video games. //Review of General Psychology,// //14//(2), 66-67. **
 * <span style="background-color: transparent; color: #333333; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> Foster, A. (2008). Games and <span style="background-color: #ffffff; color: #333333; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Motivation <span style="background-color: transparent; color: #333333; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> to Learn Science: Personal Identity, Applicability, Relevance and Meaningfulness. <span style="background-color: transparent; color: #333333; font-family: Arial; font-size: 10pt; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">//Journal of Interactive Learning Research// <span style="background-color: transparent; color: #333333; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">, 19(4), 597-614. <span style="background-color: transparent; background-position: 100% 50%; color: #000099; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; vertical-align: baseline; white-space: pre-wrap;"> <span style="background-color: transparent; color: #ff6600; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">[Conceptual Paper]  **
 * Foster, A. (2010). Gaming their way: Learning in simulation strategy video games?.//Dissertation Abstracts International Section A//, 70, Retrieved from PsycINFO database. **
 * Frostling-Henningsson, M. (2009). First-person shooter games as a way of connecting to people: 'brothers in blood.'. //CyberPsychology & Behavior, 12//(5), 557-562. [Affordances Camaraderie] **
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 * <span style="font-family: 'Times New Roman'; font-size: medium; line-height: normal; margin-left: 0.5in; text-indent: -0.5in;"><span style="background-color: transparent; color: #333333; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Games, I. A. (2010). "Gamestar Mechanic": <span style="background-color: #ffffff; color: #333333; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Learning <span style="background-color: transparent; color: #333333; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> a Designer Mindset through Communicational Competence with the Language of Games. <span style="background-color: transparent; color: #333333; font-family: Arial; font-size: 10pt; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">//Learning, Media and Technology// <span style="background-color: transparent; color: #333333; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">, 35(1), 31-52. <span style="background-color: transparent; background-position: 100% 50%; color: #000099; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; vertical-align: baseline; white-space: pre-wrap;"> <span style="background-color: transparent; color: #008000; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">[Affordances – Training]  **
 * Gentile, D. A., Lynch, P. J., Linder, J. R., & Walsh, D. A. (2004). The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance. //Journal of Adolescence,// //27//(1), 5-22. **
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 * Greitemeyer, T., & Osswald, S. (2009). Prosocial video games reduce aggressive cognitions. // Journal of Experimental Social Psychology //, // 45 // (4), 896-900. doi:10.1016/j.jesp.2009.04.005. ** [Affordances - Camaraderie] [EMPIRICAL]
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 * Hastings, E. C., Karas, T. L., Winsler, A., Way, E., Madigan, A., & Tyler, S. (2009). Young children's video/computer game use: Relations with school performance and behavior. //Issues in Mental Health Nursing,// //30//(10), 638-649. **
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 * Hodis, M. A. (2010). Gamemania: What makes a virtual existence so seductive? ProQuest Information & Learning). //Dissertation Abstracts International Section A: Humanities and Social Sciences, 70// (9-) **
 * <span style="color: #000000; font-family: 'Times New Roman'; font-size: medium; line-height: normal; margin-left: 0.5in; text-indent: -0.5in;"><span style="background-color: transparent; color: #333333; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Hoffman, B., & Nadelson, L. (2010). Motivational Engagement and <span style="background-color: #ffffff; color: #333333; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Video <span style="background-color: transparent; color: #333333; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> Gaming: A Mixed Methods Study. <span style="background-color: transparent; color: #333333; font-family: Arial; font-size: 10pt; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">//Educational Technology REsearch and Development// <span style="background-color: transparent; color: #333333; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">, 58(3), 245-270. <span style="background-color: transparent; background-position: 100% 50%; color: #000099; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; vertical-align: baseline; white-space: pre-wrap;"> <span style="background-color: transparent; color: #008000; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">[Affordances- Motivation] BUT actually concludes that motivational engagement in gaming was unlikely to transfer to educational contexts  **
 * Hommel, M. (2010). [|Video Games and Learning]. School Library Monthly, 26 (10), p37-40. **
 * Howard-Jones, P.A. & Demetriou, S. (2009). Uncertainty and engagement with learning games. // Instructional Science, //  37(6), 519-536.   **
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 * Hsu, S. H., Wen, M., & Wu, M. (2009). Exploring user experiences as predictors of MMORPG addiction. //Computers & Education, 53//(3), 990-999. **
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 * Hussain, Z., & Griffiths, M. D. (2008). Gender swapping and socializing in cyberspace: An exploratory study. //CyberPsychology & Behavior, 11//(1), 47-53. **
 * Hussain, Z., & Griffiths, M. D. (2009). Excessive use of massively multi-player online role-playing games: A pilot study. //International Journal of Mental Health and Addiction, 7//(4), 563-571. **
 * Hussain, Z., & Griffiths, M. D. (2009). The attitudes, feelings, and experiences on online gamers: A qualititative analysis. //CyberPsychology & Behavior, 12//(6), 747-753. [Player Experience] **
 * <span style="color: #000000; font-family: 'Times New Roman'; font-size: medium; line-height: normal; margin-left: 0.5in; text-indent: -0.5in;"><span style="background-color: #ffffff; color: #333333; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Infante, C., Weitz, J., Reyes, T., Nussbaum, M., Gomez, F., & Radovic, D. (2010). Co-Located Collaborative Learning Video Game with Single Display Groupware. <span style="background-color: #ffffff; color: #333333; font-family: Arial; font-size: 10pt; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">//Interactive Learning Environments// <span style="background-color: #ffffff; color: #333333; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">, 18(2), 117-195. <span style="background-color: transparent; background-position: 100% 50%; color: #000099; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; vertical-align: baseline; white-space: pre-wrap;"> <span style="background-color: #ffffff; color: #008000; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">[Comparison Study ??]  **
 * Jackson, J. (2009). Game-based teaching: What educators can learn from videogames. //Teaching Education, 20//(3), 291-304. **
 * Jaruratanasirikul, S., Wongwaitaweewong, K., & Sangsupawanich, P. (2009). Electronic game play and school performance of adolescents in southern thailand. //CyberPsychology & Behavior,// //12//(5), 509-512. **
 * <span style="font-family: 'Times New Roman'; font-size: medium; line-height: normal; margin-left: 0.5in; text-indent: -0.5in;"><span style="background-color: transparent; color: #333333; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Jolley, K. (2008). <span style="background-color: #ffffff; color: #333333; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Video <span style="background-color: transparent; color: #333333; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> Games to Reading: Reaching out to Reluctant Readers. <span style="background-color: transparent; color: #333333; font-family: Arial; font-size: 10pt; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">//English Journal// <span style="background-color: transparent; color: #333333; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">, 97(4), 81-86. <span style="background-color: transparent; background-position: 100% 50%; color: #000099; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; vertical-align: baseline; white-space: pre-wrap;"> <span style="background-color: transparent; color: #ff6600; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">[Conceptual Paper]  **
 * Kadakia, M. (2005). Increasing student engagement by using morrowind to analyze choices and consequences. //TechTrends: Linking Research & Practice to Improve Learning, 49//(5), 29-32. **
 * Kafai, Y. (1995). //Minds in play: Computer game design as a context for children's learning//. Hillsdale, NJ England: Lawrence Erlbaum Associates, Inc. Retrieved from PsycINFO database. **
 * Kafai, Y. (1998). Video game designs by girls and boys: Variability and consistency of gender differences. //From Barbie to Mortal Kombat: Gender and computer games// (pp. 90-114). Cambridge, MA US: The MIT Press. Retrieved from PsycINFO database. **
 * Kangas, M. (2010). Creative and playful learning: Learning through game co-creation and games in a playful learning environment. //Thinking Skills and Creativity//, //5//(1), 1-15. doi:10.1016/j.tsc.2009.11.001. **
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 * Kashibuchi, M., & Sakamoto, A. (2001). The educational effectiveness of a simulation/game in sex education. //Simulation & Gaming//, //32//(3), 331-343. doi:10.1177/104687810103200304. **
 * Ke, F. (2008). A case study of computer gaming for math: Engaged learning from gameplay? // Computers & Education // , 51(4), 1609-1620.   **
 * Kearney, P. & Pivec, M. (2007). Sex, lies, and video games. // British Journal of Educational Technology, //  38(3), 489-501).   **
 * Kebritchi, M. (2008). Effects of a computer game on mathematics achievement and class motivation: An experimental study. //Dissertation Abstracts International Section A//, 69, Retrieved from PsycINFO database. **
 * Kebritchi, M., Hirumi, A., & Bai, H. (2010). The effects of modern mathematics computer games on mathematics achievement and class motivation. //Computers & Education//, //55//(2), 427-443. doi:10.1016/j.compedu.2010.02.007. **
 * Kim, B., Park, H., & Baek, Y. (2009). Not just fun, but serious strategies: Using meta-cognitive strategies in game-based learning. //Computers & Education, 52//(4), 800-810. [Affordances – Science] **
 * Knight, J. F., Carley, S., Tregunna, B., Jarvis, S., Smithies, R., de Freitas, S., Dunwell, I., & Mackway-Jones, K. (2010). [|Serious gaming technology in major incident triage training: A pragmatic controlled trial.] Resuscitation, 81 (9), p1175-1179. **
 * Kock, N. (2008). E-collaboration and e-commerce in virtual worlds: The potential of second life and world of warcraft. //International Journal of e-Collaboration, 4//(3), 1-13. [Economics] **
 * Krämer, N. C. (. ). (2010). Psychological research on embodied conversational agents: The case of pedagogical agents. //Journal of Media Psychology: Theories, Methods, and Applications, 22//(2), 47-51. [Affordances – Language] **
 * <span style="color: #000000; font-family: 'Times New Roman'; font-size: medium; line-height: normal; margin-left: 0.5in; text-indent: -0.5in;"><span style="background-color: #ffffff; color: #333333; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Kretschmann, R. (2010). Developing Competencies by Playing Digital Sports-Games. <span style="background-color: #ffffff; color: #333333; font-family: Arial; font-size: 10pt; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">//US-China Education Review// <span style="background-color: #ffffff; color: #333333; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">, 7, 67-75. <span style="background-color: #ffffff; background-position: 100% 50%; color: #000099; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; vertical-align: baseline; white-space: pre-wrap;"> <span style="background-color: #ffffff; color: #008000; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">[Affordances – Training] ?? <span style="background-color: #ffffff; color: #333333; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">or <span style="background-color: #ffffff; color: #ff6600; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">[Conceptual Paper]  **
 * Krotoski, A. (2010). [|Serious fun with computer games.] Nature, 466 (7307), p695-695. **
 * Kurita, S. (2010). Playing violent and non-violent video games: Physiological and emotional responses as a function of motivational activation. //Dissertation Abstracts International//, 70, Retrieved from PsycINFO database. ** [Physiology] [EMPIRICAL]
 * Lauricella, A. R., Pempek, T. A., Barr, R., Calvert, S. L. (2010). [|Contingent computer interactions for young children's object retrieval success.] Journal of Applied Developmental Psychology, 31 (5), p362-369. **
 * <span style="font-family: 'Times New Roman'; font-size: medium; line-height: normal; margin-left: 0.5in; text-indent: -0.5in;"><span style="background-color: transparent; color: #333333; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Laine, T. H.; Vinni, M., Sedano, C. I., & Joy, M. (2010). On Designing a Pervasive Mobile <span style="background-color: #ffffff; color: #333333; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Learning <span style="background-color: transparent; color: #333333; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> Platform. <span style="background-color: transparent; color: #333333; font-family: Arial; font-size: 10pt; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">//ALT-J: Research in Learning Technology// <span style="background-color: transparent; color: #333333; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">, 18(1), 3-17. <span style="background-color: transparent; background-position: 100% 50%; color: #000099; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; vertical-align: baseline; white-space: pre-wrap;"> <span style="background-color: transparent; color: #ff6600; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">[Conceptual Paper]  **
 * <span style="background-color: transparent; color: #000000; font-family: 'Times New Roman'; font-size: medium; font-style: normal; font-weight: normal; line-height: normal; margin-left: 0.5in; text-decoration: none; text-indent: -0.5in; vertical-align: baseline; white-space: normal;"><span style="background-color: transparent; color: #333333; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Lee, M. J. W., Eustace, K., Fellows, G., Bytheway, A., & Irving, L. (2005). Rochester Castle MMORPG: Instructional Gaming and Collaborative Learning at a Western Australian School. <span style="background-color: transparent; color: #333333; font-family: Arial; font-size: 10pt; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">//Australasian Journal of Educational Technology// <span style="background-color: transparent; color: #333333; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">, 21(4), 446-469. <span style="background-color: transparent; background-position: 100% 50%; color: #000099; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; vertical-align: baseline; white-space: pre-wrap;"> <span style="background-color: transparent; color: #ff6600; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">[Conceptual Paper]  **
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 * Moizer, J., Lean, J., Towler, M., & Abbey, C. (2009). Simulations and games: Overcoming the barriers to their use in higher education. //Active Learning in Higher Education//, //10//(3), 207-224. doi:10.1177/1469787409343188. **
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 * <span style="color: #000000; font-family: 'Times New Roman'; font-size: medium; line-height: normal; margin-left: 0.5in; text-indent: -0.5in;"><span style="background-color: #ffffff; color: #333333; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Neville, D. O., & Shelton, B. E. (2010). Literary and Historical 3D Digital Game-Based Learning: Design Guidelines. <span style="background-color: #ffffff; color: #333333; font-family: Arial; font-size: 10pt; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">//Simulation & Gaming// <span style="background-color: #ffffff; color: #333333; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">, 41(4), 607-629. <span style="background-color: #ffffff; background-position: 100% 50%; color: #000099; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; vertical-align: baseline; white-space: pre-wrap;"> <span style="background-color: #ffffff; color: #ff6600; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">[Conceptual Paper]  **
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 * O'Brien, C. P. (2010). Commentary on tao et al. (2010): Internet addiction and DSM-V. //Addiction, 105//(3) **
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 * Papastergiou, M. (2009). Digital game-based learning in high school computer science education: Impact on educational effectiveness and student motivation. //Computers & Education//, //52//(1), 1-12. doi:10.1016/j.compedu.2008.06.004. **
 * Papastergiou, M. (2009). Exploring the potential of computer and video games for health and physical education: A literature review. //Computers & Education//, //53//(3), 603-622. doi:10.1016/j.compedu.2009.04.001. **
 * Paraskeva, F., Mysirlaki, S., & Papagianni, A. (2010). Multiplayer online games as educational tools: Facing new challenges in learning. //Computers & Education//, //54//(2), 498-505. doi:10.1016/j.compedu.2009.09.001. **
 * Parsons, J. M. (2006). An examination of massively multiplayer online role-playing games as a facilitator of internet addiction. ProQuest Information & Learning). //Dissertation Abstracts International: Section B: The Sciences and Engineering, 66// (8-) **
 * Paul, C. A. (2010). Welfare epics? the rhetoric of rewards in world of warcraft. //Games and Culture: A Journal of Interactive Media, 5//(2), 158-176. **
 * Paul, S. T., Messina, J. A., & Hollis, A. M. (2006). A technology classroom review tool for general psychology. //Teaching of Psychology,// //33//(4), 276-279. **
 * <span style="font-family: 'Times New Roman'; font-size: medium; line-height: normal; margin-left: 0.5in; text-indent: -0.5in;"><span style="background-color: transparent; color: #333333; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Peppler, K., Warschauer, M., & Diazgranados, A. (2010). <span style="background-color: #ffffff; color: #333333; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Game <span style="background-color: transparent; color: #333333; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> Critics: Exploring the Role of Critique in <span style="background-color: #ffffff; color: #333333; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Game <span style="background-color: transparent; color: #333333; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-Design Literacies. <span style="background-color: transparent; color: #333333; font-family: Arial; font-size: 10pt; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">//E-Learning and Digital Media// <span style="background-color: transparent; color: #333333; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">, 7(1), 35-48. <span style="background-color: transparent; background-position: 100% 50%; color: #000099; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; vertical-align: baseline; white-space: pre-wrap;"> <span style="background-color: transparent; color: #008000; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">[Comparison Study] <span style="background-color: transparent; color: #333333; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> OR <span style="background-color: transparent; color: #ff6600; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">[Conceptual Paper]  **
 * Peters, C. S., & Malesky, A., Jr. (2008). Problematic usage among highly-engaged players of massively multiplayer online role playing games. //CyberPsychology & Behavior, 11//(4), 481-484. [Psycho] **
 * Peterson, J. (2010). The net-generation interior design student: An exploratory study assessing learning and engagement within a computer simulation environment.//Dissertation Abstracts International Section A//, 70, Retrieved from PsycINFO database. **
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 * Piirainen–Marsh, A., & Tainio, L. (2009). Collaborative game-play as a site for participation and situated learning of a second language. //Scandinavian Journal of Educational Research, 53//(2), 167-183. [Affordances – Language] **
 * Piirainen-Marsh, A., & Tainio, L. (2009). Other-repetition as a resource for participation in the activity of playing a video game. //Modern Language Journal, 93//(2), 153-169. [Affordances – Language] **
 * Pirius, L. K. (2007). Massively multiplayer online game virtual environments: A potential locale for intercultural training. ProQuest Information & Learning). //Dissertation Abstracts International Section A: Humanities and Social Sciences, 68// (5-) [Affordances – Training] **
 * Quiroga, M., Herranz, M., Gómez-Abad, M., Kebir, M., Ruiz, J., & Colom, R. (2009). Video-games: Do they require general intelligence?. // Computers & Education //, // 53 // (2), 414-418. doi:10.1016/j.compedu.2009.02.017. ** [Affordances - Training]
 * Redcay, E., Dodell-Feder, D., Pearrow, M. J., Mavros, P. L., Kleiner, M., Gabrieli, J. D.E., & Saxe, R. (2010). [|Live face-to-face interaction during fMRI: A new tool for social cognitive neuroscience.] NeuroImage, 50 (4), p1639-1647. **
 * Rice, J. W. (2007). New media resistance: Barriers to implementation of computer video games in the classroom. //Journal of Educational Multimedia and Hypermedia, 16//(3), 249-261. [Classroom Logistics] **
 * Rice, J. (2007). Assessing higher order thinking in video games. // Journal of Technology and Teacher Education (JTATE) //, // 15 // (1), 87-100. Retrieved from PsycINFO database. ** [Conceptual Paper]
 * Ritterfeld, U., Shen, C., Wang, H., Nocera, L., & Ling Wong, W. (2009). Multimodality and interactivity: Connecting properties of serious games with educational outcomes. //CyberPsychology & Behavior,// //12//(6), 691-697. **
 * Rivera, M. (2009). The powerful effect of play in a child's education. //Education Digest: Essential Readings Condensed for Quick Review, 75//(2), 50-52. **
 * Roberts, D. F., Foehr, U. G., Rideout, V. J. (., & Brodie, M. (. (2003). //Kids and media in america//. New York, NY US: Cambridge University Press. **
 * Robertson, J., & Good, J. (2003). Using a Collaborative Virtual Role-Play Environment to Foster Characterisation in Stories. //Journal of Interactive Learning Research//, //14//(1), 5-29. Retrieved from PsycINFO database. **
 * <span style="font-family: 'Times New Roman'; font-size: medium; line-height: normal; margin-left: 0.5in; text-indent: -0.5in;"><span style="background-color: transparent; color: #333333; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Robertson, J., & Good, J. (2005). Children's Narrative Development through Computer <span style="background-color: #ffffff; color: #333333; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Game <span style="background-color: transparent; color: #333333; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> Authoring. <span style="background-color: transparent; color: #333333; font-family: Arial; font-size: 10pt; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">//TechTrends: Linking Research & Practice to Improve Learning// <span style="background-color: transparent; color: #333333; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">, 49(5), 43-59. <span style="background-color: transparent; background-position: 100% 50%; color: #000099; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; vertical-align: baseline; white-space: pre-wrap;"> <span style="background-color: transparent; color: #ff6600; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">[Conceptual Paper] <span style="background-color: transparent; color: #000000; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">OR <span style="background-color: transparent; color: #008000; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">[Affordances – Training]  **
 * Romm-Livermore, C., & Setzekorn, K. (. ). (2009). In Setzekorn K. (Ed.), //Social networking communities and e-dating services: Concepts and implications//. Hershey, PA US: Information Science Reference/IGI Global. **
 * Rosas, R., Nussbaum, M., Cumsille, P., Marianov, V., Correa, M., Flores, P., et al. (2003). Beyond nintendo: Design and assessment of educational video games for first and second grade students. //Computers & Education, 40//(1), 71-94. **
 * Sakamoto, A. (2005). Video games and the psychological development of japanese children. In B. J. Shwalb (Ed.), //Applied developmental psychology: Theory, practice, and research from japan.// (pp. 3-21). Greenwich, CT US: IAP Information Age Publishing. **
 * Salen, K. (2007). Gaming literacies: A game design study in action. //Journal of Educational Multimedia and Hypermedia//, //16//(3), 301-322. Retrieved from PsycINFO database. **
 * Sandford, R., Ulicsak, M., Facer, K., & Rudd, T. (2007). Teaching with games. //Learning, Media and Technology,// //32//(1), 101-105. **
 * Sax, L. (2007). The boy problem: Many boys think school is stupid and reading stinks--is there a remedy? //School Library Journal, 53//(9), 40-43.Simpson, E. S. (2005). Evolution in the classroom: What teachers need to know about the video game generation. //TechTrends: Linking Research & Practice to Improve Learning, 49//(5), 17-22. **
 * Schmall, V., Grabinski, C., & Bowman, S. (2008). Use of games as a learner-centered strategy in gerontology, geriatrics, and aging-related courses. //Gerontology & Geriatrics Education//, //29//(3), 225-233. doi:10.1080/07399330802359443. **
 * Schrader, P., & McCreery, M. (2008). The acquisition of skill and expertise in massively multiplayer online games. //Educational Technology Research and Development//, //56//(5-6), 557-574. doi:10.1007/s11423-007-9055-4. **
 * Schuhler, P., Vogelgesang, M., & Petry, J. (2009). Pathologischer PC-/Internetgebrauch: Krankheitsmodell, diagnostische und therapeutische ansätze. //Psychotherapeut, 54//(3), 187-192. **
 * Sharif, I., Wills, T. A., & Sargent, J. D. (2010). Effect of visual media use on school performance: A prospective study. //Journal of Adolescent Health,// //46//(1), 52-61. **
 * Sharritt, M. J. (2008). Students' use of social and cognitive affordances in video game play within educational contexts: Implications for learning. ProQuest Information & Learning). //Dissertation Abstracts International Section A: Humanities and Social Sciences, 69// (5-) [Player Experience] **
 * Shih, J.L., Shih, B.J., Shih, C.C., Su, H.Y., & Chuang, C.W. (2010). [|The influence of collaboration styles to children’s cognitive performance in digital problem-solving game “William Adventure”: A comparative case study.] Computers & Education, 55 (3), p982-993. **
 * Shin, D. (2010). The dynamic user activities in massive multiplayer online role-playing games. //International Journal of Human-Computer Interaction, 26//(4), 317-344. **
 * <span style="color: #000000; font-family: 'Times New Roman'; font-size: medium; line-height: normal; margin-left: 0.5in; text-indent: -0.5in;"><span style="background-color: transparent; color: #333333; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Shreve, J. (2005). Let the Games Begin. <span style="background-color: #ffffff; color: #333333; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Video <span style="background-color: transparent; color: #333333; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> Games, Once Confiscated in Class, Are Now a Key Teaching Tool. If They're Done Right. <span style="background-color: transparent; color: #333333; font-family: Arial; font-size: 10pt; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">//George Lucas Educational Foundation// <span style="background-color: transparent; color: #333333; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">. <span style="background-color: transparent; background-position: 100% 50%; color: #000099; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; vertical-align: baseline; white-space: pre-wrap;"> <span style="background-color: transparent; color: #ff6600; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">[Conceptual Paper]  **
 * Sicart, M. (2009). //The ethics of computer games//. Cambridge, MA US: MIT Press. **
 * Sicart, M. (2010). This war is a lie: Ethical implications of massively multiplayer online game design. In S. Malleck (Ed.), //Emerging ethical issues of life in virtual worlds.// (pp. 177-195). Charlotte, NC US: Information Age Publishing. **
 * <span style="color: #000000; font-family: 'Times New Roman'; font-size: medium; line-height: normal; margin-left: 0.5in; text-indent: -0.5in;"><span style="background-color: transparent; color: #333333; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Simpson, E., & Clem, F. A. (2008). <span style="background-color: #ffffff; color: #333333; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Video <span style="background-color: transparent; color: #333333; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> Games in the Middle School Classroom. <span style="background-color: transparent; color: #333333; font-family: Arial; font-size: 10pt; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">//Middle School Journal// <span style="background-color: transparent; color: #333333; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">, 39(4), 4-11. <span style="background-color: transparent; background-position: 100% 50%; color: #000099; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; vertical-align: baseline; white-space: pre-wrap;"> <span style="background-color: transparent; color: #ff6600; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">[ Player Experience ]  **
 * Skoric, M.M., Teo, L.L.C. & Neo, R.L. (2009). Children and video games: Addiction, engagement, and scholastic achievement. // CyberPsychology & Behavior, //  12(5), 567-572.   **
 * Smahel, D., Blinka, L., & Ledabyl, O. (2008). Playing MMORPGs: Connections between addiction and identifying with a character. //CyberPsychology & Behavior, 11//(6), 715-718. **
 * Smyth, J. M. (2007). Beyond self-selection in video game play: An experimental examination of the consequences of massively multiplayer online role-playing game play. //CyberPsychology & Behavior, 10//(5), 717-727. **
 * Snyder, D. I. (2010). Building the virtual world: Software, beta testing, and the birth and death of the sims online. ProQuest Information & Learning). //Dissertation Abstracts International Section A: Humanities and Social Sciences, 70// (9-) **
 * Song, S., & Lee, J. (2007). Key factors of heuristic evaluation for game design: Towards massively multi-player online role-playing game. //International Journal of Human-Computer Studies, 65//(8), 709-723. **
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Use of a simulation game in delivering blended lifelong learning in the construction industry--Opportunities and challenges. //Computers & Education//, //50//(4), 1383-1393. doi:10.1016/j.compedu.2006.12.012.  Wallenius, M., Rimpelä, A., Punamäki, R., & Lintonen, T. (2009). Digital game playing motives among adolescents: Relations to parent–child communication, school performance, sleeping habits, and perceived health. //Journal of Applied Developmental Psychology,// //30//(4), 463-474.  Wang, C., Khoo, A., Liu, W., & Divaharan, S. (2008). Passion and intrinsic motivation in digital gaming. //CyberPsychology & Behavior//, //11//(1), 39-45. doi:10.1089/cpb.2007.0004. <span style="font-family: 'Times New Roman'; font-size: medium; line-height: normal; margin-left: 0.5in; text-indent: -0.5in;"><span style="background-color: transparent; color: #333333; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Warren, S. J., Dondlinger, M. J., & Barab, S. A. (2008). A MUVE towards PBL Writing: Effects of a Digital Learning Environment Designed to Improve Elementary Student Writing. <span style="background-color: transparent; color: #333333; font-family: Arial; font-size: 10pt; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">//Journal of Research on Technology in Education// <span style="background-color: transparent; color: #333333; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">, 41(1), 113-140. <span style="background-color: transparent; background-position: 100% 50%; color: #000099; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; vertical-align: baseline; white-space: pre-wrap;"> <span style="background-color: transparent; color: #008000; font-family: Arial; font-size: 10pt; font-style: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">[Comparison Study] Warren, S. 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