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Architecture for Monitoring Learning Processes Using Video Games., , , , and . LION, volume 7997 of Lecture Notes in Computer Science, page 335-340. Springer, (2013)Diseñando videojuegos para aprender de forma divertida: en busca del equilibrio perdido., , , , and . CoSECivi, volume 1196 of CEUR Workshop Proceedings, page 78-90. CEUR-WS.org, (2014)Living-UGR: Una Aventura Gráfica Geolocalizada para Difundir el Patrimonio de la Universidad de Granada., , , , , , and . CoSECivi, volume 1682 of CEUR Workshop Proceedings, page 147-158. CEUR-WS.org, (2016)The graphic adventure as an instrument to assist comprehensive reading., , , , and . Interacción, page 13:1-13:2. ACM, (2017)Social Seducement: Empowering Social Economy Entrepreneurship. The Training Approach., , and . Int. J. Interact. Multim. Artif. Intell., 5 (7): 135-150 (2019)Evaluating emotions in educational videogames: the particular case of children., , , , and . Interacción, page 42:1-42:3. ACM, (2012)Modeling storytelling to be used in educational video games., , , , and . Comput. Hum. Behav., (2014)Playability as Extension of Quality in Use in Video Games., , , and . I-USED, volume 490 of CEUR Workshop Proceedings, CEUR-WS.org, (2009)Empowering Positive Behaviors: A Gamification-Based Approach., , and . HELMeTO, volume 1091 of Communications in Computer and Information Science, page 54-68. Springer, (2019)From CSCL to VGSCL - A New Approximation to Collaborative Learning., , , , and . CSEDU (2), page 329-334. INSTICC Press, (2009)978-989-8111-82-1.