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A systematic literature review of empirical evidence on computer games and serious games.

, , , , and . Comput. Educ., 59 (2): 661-686 (2012)

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Engagement in digital entertainment games: A systematic review., , , and . Comput. Hum. Behav., 28 (3): 771-780 (2012)Integrating games as a means to develop e-learning: Insights from a psychological perspective., and . Br. J. Educ. Technol., 50 (3): 1049-1059 (2019)A narrative literature review of games, animations and simulations to teach research methods and statistics., , , , , , and . Comput. Educ., (2014)An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games., , , , , , , , , and . Comput. Educ., (2016)The role of psychology in understanding the impact of computer games., , and . Entertain. Comput., 2 (2): 69-74 (2011)The differences in motivations of online game players and offline game players: A combined analysis of three studies at higher education level., , , and . Comput. Educ., 57 (4): 2197-2211 (2011)Evaluation of a game to teach requirements collection and analysis in software engineering at tertiary education level., , , and . Comput. Educ., 56 (1): 21-35 (2011)Game-based career learning support for youth: effects of playing the Youth@Work game on career adaptability., , , , and . Interact. Learn. Environ., 26 (6): 745-759 (2018)Towards an Understanding of the Relationship Between Executive Functions and Learning Outcomes from Serious Computer Games., and . GALA, volume 8605 of Lecture Notes in Computer Science, page 187-199. Springer, (2013)Linking Learning Outcomes and Game Mechanics in the Early Stages of the RU EU? Project., , , , , , and . GALA, volume 11385 of Lecture Notes in Computer Science, page 191-200. Springer, (2018)