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A growing number of learning games are making use of context in this way: initially focused around serious games (many close in character to simulations) and most recently distilled into immersive and pervasive games, which mix real and imagined contexts for apparently deep learning experiences. This article reviews the existing literature around the use of context in learning, considers the applicability to learning games, and proposes new theoretical developments through the consideration of four models for the integration of context into learning experiences, based on a typology of existing contextual learning experiences and games. To illustrate the models and begin to strengthen the typology, a number of existing case studies are referenced, and further research needs highlighted.<\/p>","DOI":"10.4018\/ijgbl.2018100102","type":"journal-article","created":{"date-parts":[[2018,9,6]],"date-time":"2018-09-06T11:44:23Z","timestamp":1536234263000},"page":"18-31","source":"Crossref","is-referenced-by-count":0,"title":["Real-Life Contexts in Learning Games"],"prefix":"10.4018","volume":"8","author":[{"given":"Alex","family":"Moseley","sequence":"first","affiliation":[{"name":"University of Leicester, Leicester, UK"}],"role":[{"vocabulary":"crossref","role":"author"}]}],"member":"2432","reference":[{"key":"IJGBL.2018100102-0","author":"E. F.Barkley","year":"2005","journal-title":"Collaborative Learning Techniques: A Handbook for College Faculty. 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