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Ergebnisse:
Mulcahy, Rory Francis: Zainuddin, Nadia: Russell-Bennett, Rebekah: Transformative value and the role of involvement in gamification and serious games for well-being. [2021]
Su, Jun-Ming: Yang, Yi-Ching: Weng, Tzu-Nin: Li, Meng-Jhen: Wang, Chi-Jane: A web-based serious game about self-protection for COVID-19 prevention: Development and usability testing. [2021]
Fraga-Varela, Fernando: Vila-Counago, Esther: Martinez-Pineiro, Esther: The impact of serious games in mathematics fluency: A study in primary education. [2021]
Shaw, Adrienne: Kenski, Kate: Stromer-Galley, Jennifer: Martey, Rosa Mikeal: Clegg, Benjamin A.: u.a.: Serious efforts at bias reduction. The effects of digital games and avatar customization on three cognitive biases. [2018]
Rheingans, Silja: Digitale Spielekultur. [2014]
Rothmund, Tobias: Gollwitzer, Mario: Digitale Spiele und prosoziales Verhalten. [2012]
Fromme, Johannes: Biermann, Ralf: Unger, Alexander: "Serious games" oder "taking games seriously"? [2010]
Kerres, Michael: Bormann, Mark: Vervenne, Marcel: Didaktische Konzeption von Serious Games: Zur Verknuepfung von Spiel- und Lernangeboten. [2009]
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