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John Wiley and Sons. Focuses on educational games and offers an encyclopedic overview and complete lexicon for those who care about the next generation of educational media"},{"key":"12_CR2","unstructured":"Aldrich C (2009) Learning Online with Games, Simulations, and Virtual Worlds: Strategies for Online Instruction. John Wiley and Sons. Provides a simple and practical guide to identifying when and what kind of games, simulations, and virtual environments should be used, how to get them, how to deploy them, and how to measure their effectiveness"},{"key":"12_CR3","unstructured":"Egenfeldt-Nielsen S, Smith JH, Tosca SP (2012) Understanding Video Games: The Essential Guide (Second Edition). Rouledge. Provides a comprehensive introduction to the growing field of game studies"},{"key":"12_CR4","doi-asserted-by":"crossref","unstructured":"Ma M, Oikonomou A, Jain L (2011) Serious Games and Edutainment Applications. Springer, London, UK\u2014provides a pragmatic approach to the research and application area of serious games and edutainment applications, including a number of best practice examples","DOI":"10.1007\/978-1-4471-2161-9"},{"key":"12_CR5","unstructured":"Magerkurth C, R\u00f6cker C. (Eds.) (2007a) Concepts and Technologies for Pervasive Games: A Reader for Pervasive Gaming Research, Volume 1. Shaker Verlag, Aachen, Germany"},{"key":"12_CR6","unstructured":"Magerkurth C, R\u00f6cker C (Eds.) (2007b) Pervasive Gaming Applications: A Reader for Pervasive Gaming Research, Volume 2. Shaker Verlag, Aachen, Germany. Provides theoretical aspects and practical insights into the research and development of pervasive games"},{"key":"12_CR7","unstructured":"Michael D, Chen S (2005) Serious Games: Games That Educate, Train, and Inform. Cengage Learning PTR in 2005. Tackles the development of serious games"},{"key":"12_CR8","doi-asserted-by":"crossref","unstructured":"Ritterfeld U, Cody M, Vorderer P (2009) Serious Games\u2014Mechanisms and Effects. Routledge, New York and London. Tackles the nature of serious games from a social science perspective, in the context of various best practice examples in the field of serious games for learning, serious games for development and serious games for social change","DOI":"10.4324\/9780203891650"},{"key":"12_CR9","doi-asserted-by":"crossref","unstructured":"Walz SP, Deterding S (2014) The Gameful World: Approaches, Issues, Applications. The MIT Press. Provides numerous examples and illuminations how gaming and gamification examples (might) pervade our daily life","DOI":"10.7551\/mitpress\/9788.001.0001"},{"key":"12_CR10","doi-asserted-by":"publisher","unstructured":"Further entry points for in-depth research and analysis\/game studies of serious games in different application areas include: Numerous conferences and journals (see Recommendations for Further Reading, Chap. 1 ), various game archives provided in Sect. 12.7, game magazines (with ratings for new titles), and game awards\u2014rewarding innovative and effective serious games","DOI":"10.1007\/978-3-319-40612-1_1"}],"container-title":["Serious Games"],"original-title":[],"language":"en","link":[{"URL":"http:\/\/link.springer.com\/content\/pdf\/10.1007\/978-3-319-40612-1_12","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2019,9,12]],"date-time":"2019-09-12T19:19:12Z","timestamp":1568315952000},"score":1,"resource":{"primary":{"URL":"http:\/\/link.springer.com\/10.1007\/978-3-319-40612-1_12"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2016]]},"ISBN":["9783319406114","9783319406121"],"references-count":10,"URL":"https:\/\/doi.org\/10.1007\/978-3-319-40612-1_12","relation":{},"subject":[],"published":{"date-parts":[[2016]]}}}