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The key challenge encountered in producing the system was to make in-game coaching and learning outcomes explicit while preserving FPS Trainer as a fun game. This paper illustrates how the challenge was overcome and discusses lessons learnt from the case study. The outcomes of the case study would benefit academics or game developers who plan to initiate cross-disciplinary cooperation for making coaching or training games.<\/p>","DOI":"10.4018\/ijgbl.2013040105","type":"journal-article","created":{"date-parts":[[2013,7,1]],"date-time":"2013-07-01T16:13:19Z","timestamp":1372695199000},"page":"77-90","source":"Crossref","is-referenced-by-count":5,"title":["Game Coaching System Design and Development"],"prefix":"10.4018","volume":"3","author":[{"given":"Wee Hoe","family":"Tan","sequence":"first","affiliation":[{"name":"Department of Art, Computing and Creative Industry, Sultan Idris Education University, Tanjung Malim, Perak, Malaysia"}]}],"member":"2432","reference":[{"key":"ijgbl.2013040105-0","author":"E.Adams","year":"2010","journal-title":"Fundamentals of game design"},{"key":"ijgbl.2013040105-1","author":"S.Adolph","year":"2003","journal-title":"Patterns for effective use cases"},{"key":"ijgbl.2013040105-2","author":"J.Biggs","year":"2007","journal-title":"Teaching for quality learning at university"},{"key":"ijgbl.2013040105-3","unstructured":"Bowland Charity Trust. 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