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The primary purpose of this article is to distinguish between two types of concepts; one that is appropriate for arcade style gaming and another that requires a different, more involved style. Designers of games, particularly of educational games, will find guidance for selecting concepts related to their instructional content.<\/p>","DOI":"10.4018\/ijgbl.2012070101","type":"journal-article","created":{"date-parts":[[2012,8,15]],"date-time":"2012-08-15T16:09:19Z","timestamp":1345046959000},"page":"1-10","source":"Crossref","is-referenced-by-count":2,"title":["Concept Learning and the Limitations of Arcade-Style Games"],"prefix":"10.4018","volume":"2","author":[{"given":"David Richard","family":"Moore","sequence":"first","affiliation":[{"name":"Ohio University, USA"}],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"E-ling","family":"Hsiao","sequence":"additional","affiliation":[{"name":"Valdosta State University, USA"}],"role":[{"vocabulary":"crossref","role":"author"}]}],"member":"2432","reference":[{"key":"ijgbl.2012070101-0","doi-asserted-by":"crossref","DOI":"10.1007\/978-94-015-9454-7","author":"D. 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