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Based on the characteristics of those didactic approaches and their requirements for narration and interaction, the author evaluates each videogame genre\u2019s potential for narration and simulation as well as the reflection and assessment opportunities supported. The paper concludes by discussing the implications on serious game design and the integration of games for History education in school environments.<\/p>","DOI":"10.4018\/jgcms.2011040105","type":"journal-article","created":{"date-parts":[[2011,10,19]],"date-time":"2011-10-19T16:23:02Z","timestamp":1319041382000},"page":"67-77","source":"Crossref","is-referenced-by-count":1,"title":["Research Note"],"prefix":"10.4018","volume":"3","author":[{"given":"Kostas","family":"Anagnostou","sequence":"first","affiliation":[{"name":"Ionian University, Greece"}]}],"member":"2432","reference":[{"key":"jgcms.2011040105-0","doi-asserted-by":"publisher","DOI":"10.1177\/1046878105282278"},{"key":"jgcms.2011040105-1","doi-asserted-by":"publisher","DOI":"10.1353\/mgs.2000.0025"},{"key":"jgcms.2011040105-2","author":"T. 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