Game Development Reference
In-Depth Information
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ENDNOTES
1 Research in part funded by CIEd.
2 Those numbers were taken at 27/07/2008
3 http://www.ikariam.com.
4 http://www.ogame.org
5 http://www.gladiatus.com/game/
6 http://www.metin-2.com/
7 <http://www.ikariam.com/tour_step1.php>
8 The Portuguese FAQs - Especiais e Valores
Máximos - http://board.metin2.com.pt/
index.php?page=Thread&postID=397726
9 <http://board.ogame.com.pt/index.
php?page=Thread&postID=221810>
10 Translated from the message sent to the al-
liance NWA using the guild´s forum service
on 10/6/2009. There is no fixed address.
Prensky, M. (2003). Digital Game-based Learning.
ACM Computers and Entertainment , 1(1), Book 2.
Prensky, M. (2005). Computer games and learning:
digital game-based learning. In Raessens, J., &
Goldstein, J. (Eds.), Handbook of Computer Game
Studies (pp. 97-122). Cambridge, MA: MIT Press.
Rosas, R., Nussbaum, M., Cumsille, P., Mari-
anov, V., Correa, M., & Flores, P. (2003). Beyond
Nintendo: design and assessment of educational
video games for first and second grade students.
Computers & Education , 40 , 71-94. doi:10.1016/
S0360-1315(02)00099-4
Squire, K. (2002). Cultural Framing of Computer/
Video Games. The International Journal of Com-
puter Game Research, 2(1). Retrived October
14, 2009 from http://gamestudies.org/0102 /
squire/?ref=HadiZayifla.Com
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