Abstract
Digital games have become an integral part of society. According to the Entertainment Software Association, consumers spent slightly over $21 billion on digital games, hardware, and accessories in 2012 (up from $16 billion in 2011), with 51 % of American households owning a game console (Entertainment Software Association 2014). Globally, the video game market had approximately $93 billion in revenue in 2013 (Gartner 2013). As digital games have become prevalent globally, so has the interest in using digital games for educational purposes.
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Dabbagh, N. et al. (2016). Game-based Learning. In: Learning Technologies and Globalization. SpringerBriefs in Educational Communications and Technology. Springer, Cham. https://doi.org/10.1007/978-3-319-22963-8_6
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