Section I: A Review of Research on Educational Gaming
Chapter I: A Qualitative Meta-Analysis of Computer Games as Learning Tools
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Fengfeng Ke, University of Albuquerque, USA
Chapter II: Games, Claims, Genres & Learning
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Aroutis N. Foster, Michigan State University, USA
Punya Mishra, Michigan State University, USA
Chapter III: Massively Multiplayer Online Roleplay Games for Learning
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Sara de Freitas, University of Coventry, UK
Mark Griffiths, Nottingham Trent University, UK
Chapter IV: An Investigation of Current Online Educational Games
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Yufeng Qian, St. Thomas University, USA
Chapter V: Augmented Reality Gaming in Education for Engaged Learning
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Cathy Cavanaugh, University of Florida, USA
Chapter VI: Mobility, Games, and Education
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Michael A. Evans, Virginia Tech, USA
Chapter VII: Game Interfaces as Bodily Techniques
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David Parisi, New York University, USA
Chapter VIII: A Window on Digital Games Interactions in Home Settings
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Elhanan Gazit, Holon Institute of Technology, Israel
Chapter IX: Enhanced Interaction in Mixed Social Environments
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James Oliverio, University of Florida, USA
Dennis Beck, University of Florida, USA
Chapter X: Electronic Gaming in Germany as Innovation in Education
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Andreas Breiter, University of Bremen, Germany
Castulus Kolo, Macromedia University of Applied Sciences, Germany
Section II: Educational Gaming in K-12 or Teacher Education Contexts
Chapter XI: A Guide to Integrating COTS Games in Your Classroom
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Richard Van Eck, University of North Dakota, USA
Chapter XII: Productive Gaming and the Case for Historiographic Game Play
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Shree Durga, University of Wisconsin-Madison, USA
Kurt Squire, University of Wisconsin-Madison, USA
Chapter XIII: Game-Based Historical Learning
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Erik Malcolm Champion, University of New South Wales, Australia
Chapter XIV: The Role of MMORPGS in Social Studies Education
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Phillip J. VanFossen, Purdue University, USA
Adam Friedman, Wake Forest University, USA
Richard Hartshorne, University of North Carolina at Charlotte, USA
Chapter XV: Video Games, Reading, and Transmedial Comprehension
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Brock Dubbels, University of Minnesota, USA
Chapter XVI: COTS Computer Game Effectiveness
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Carol Luckhardt Redfield, St: Mary’s University, USA
Diane L. Gaither, Southwest Research Institute, USA
Neil M. Redfield, John Jay Science and Engineering Academy, USA
Chapter XVII: Teacher Gamers Versus Teacher Non-gamers
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Christopher L. James, Russellville City Schools, USA
Vivan H. Wright, University of Alabama, USA
Chapter XVIII: Using Online Simulation to Engage Users in an Authentic Learning Environment
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Brian Ferry, University of Wollongong, Australia
Lisa Kervin, University of Wollongong, Australia
Chapter XIX: Preservice Computer Teachers as 3D Educational Game Designers
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Zahide Yildirim, Middle East University, Lebanon
Eylem Kilic, Middle East University, Lebanon
Chapter XX: Adolescents Teaching Videogame Making – Who is the Expert Here?
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Kathy Sanford, University of Victoria, Canada
Leanna Madill, University of Victoria, Canada
Section III: Educational Gaming in Other Learning Contexts
Chapter XXI: Online Games as Powerful Food Advertising to Children
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Richard T. Cole, Michigan State University, USA
Elizabeth Taylor Quilliam, West Virginia University, USA
Chapter XXII: Changing Health Behavior through Games
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Erin Edgerton, Centers for Disease Control and Prevention, USA
Chapter XXIII: An Overview of Using Electronic Games for Health Purposes
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Wei Peng, Michigan State University, USA
Ming Liu, Michigan State University, USA
Chapter XXIV: Massively Multi-Player Online Role Playing Games MMORPGS and Foreign Language Education
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Yong Zhao, Michigan State University, USA
Chun Lai, Michigan State University, USA
Chapter XXV: A Videogame, a Chinese Otaku, and Her Deep Learning of a Language
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Kim Feldmesser, University of Brighton, UK
Chapter XXVI: Developing a Serious Game for Police Training
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Ahmed BinSubaih, University of Sheffield
Steve Maddock, University of Sheffield
Daniela Romano, University of Sheffield
Chapter XXVII: Game-Based Learning in Design History
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Barbara Martinson, University of Minnesota, USA
Sauman Chu, University of Minnesota, USA
Chapter XXVIII: A Policy Game in a Virtual World
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Martha Garcia-Murillo, Syracuse University, USA
Ian MacInnes, Syracuse University, USA
Chapter XXIX: Teaching OOP and COP Technologies via Gaming
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Chong-wei Xu, Kennesaw State University, USA
Chapter XXX: Using Games to Teach Design Patterns and Computer Graphics
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Pollyana Notargiacomo Mustaro, Universidade Presbiteriana Mackenzie
Luciano Silva, Universidade Presbiteriana Mackenzie
Ismar Frango Silveira, Universidade Presbiteriana Mackenzie
Chapter XXXI: A 3D Environment for Exploring Algebraic Structure and Behavior
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Paul A. Fishwick, University of Florida, USA
Yuna A. Park, University of Florida, USA
Chapter XXXII: Surviving the Game
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Linda van Ryneveld, Tshwane University of Technology
Section IV: Educational Gaming Research Tools and Methods
Chapter XXXIII: Wag the Kennel: Games, Frames, and the Problem of Assessment
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David William Shaffer, University of Wisconsin-Madison, USA
Chapter XXXIV: Character Attachment in games as Moderator for Learning
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Melissa L. Lewis, Michigan State University, USA
René Weber, University of California Santa Barbara, USA
Chapter XXXV: Visual Analysis of Avatars in Gaming Environments
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Joseph C. DiPietro, University of Florida, USA
Erik W. Black, University of Florida, USA
Chapter XXXVI: Interpreting Gameplay through Existential Ludology
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Matthew Thomas Payne, University of Texas at Austin, USA
Chapter XXXVII: On Choosing Games and What Counts as a “Good” Game
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Katrin Becker, University of Calgary
James R: Parker, University of Calgary
Chapter XXXVIII: Descriptors of Quality Teachers and Quality Digital Games
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Teddy Moline, University of Alberta
Section V: The Psychological Impact of Educational Gaming
Part 1: Cognition, Learning, Play, and Identity
Chapter XXXIX: Designing a Computational Model of Learning
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David Gibson, CurveShift, Inc.
Chapter XL: Social Psychology and Massively Multiplayer Online Learning Games
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Clint Bowers, University of Central Florida, USA
Peter A. Smith, University of Central Florida, USA
Jan Cannon-Bowers, University of Central Florida, USA
Chapter XLI: Evaluating and Managing Cognitive Load in Games
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Slava Kalyuga, University of New South Wales
Jan L. Plass, New York University, USA
Chapter XLII: Self-Regulated Learning in Video Game Environments
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Nicholas Zap, Simon Fraser University, USA
Jillianne Code, Simon Fraser University, USA
Chapter XLIII: Self-Educational Effects of Computer Gaming Cultures
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Johannes Fromme, University of Magdeburg
Benjamin Jõrissen, University of Magdeburg
Alexander Unger, University of Magdeburg
Chapter XLIV: Experience, cognition and video game play
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Meredith DiPietro, University of Florida, USA
Chapter XLV: Intertextuality in Massively Multiplayer Online Games
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P.G. Schrader, University of Nevada, Las Vegas, USA
Kimberly A. Lawless, University of Illinois, Chicago, USA
Michael McCreery, University of Nevada, Las Vegas, USA
Chapter XLVI: Development, Identity, and Game-Based Learning
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Yam San Chee, Nanyang Technological University
Kenneth Y T Lim, Nanyang Technological University
Chapter XLVII: Play Styles and Learning
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Carrie Heeter, Michigan State University, USA
Chapter XLVIII: Playing Roles in the MMORPG Kingdom of Loathing
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Martin Oliver, University of London
Chapter XLIX: Exploring Personal Myths from the Sims
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Vasa Buraphadeja, University of Florida, USA
Kara Dawson, University of Florida, USA
Section VI: The Psychological Impact of Educational Gaming
Part 2: Violence, Emotion, Race, Gender, and Culture
Chapter L: Learning Processes and Violent Video Games
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Edward L. Swing, Iowa State University, USA
Douglas A. Gentile, Iowa State University, USA
Craig A. Anderson, Iowa State University, USA
Chapter LI: Harnessing the Emotional Potential of Video Games
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Patrick Felicia, University College of Cork
Ian Pitt, University College of Cork
Chapter LII: Gamers, Gender, and Representation
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Diane Carr, University of London
Caroline Pelletier, University of London
Chapter LIII: Gender and Racial Stereotypes in Popular Video Games
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Yi Mou, Michigan State University, USA
Wei Peng, Michigan State University, USA
Chapter LIV: Can the Subaltern Play and Speak or Just be Played With?
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David J. Leonard, Washington State University, USA
Chapter LV: Culturally Responsive Games and Simulations
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Colleen Swain, University of Florida, USA
Chapter LVI: Saving Worlds with Videogame Activism
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Robert Jones, New York University, USA
Section VII: Educational Game Design
Chapter LVII: Conceptual Play Spaces
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Sasha Barab, Indiana University, USA
Adam Ingram-Goble, Indiana University, USA
Scott Warren, University of North Texas, USA
Chapter LVIII: The Design, Play, and Experience Framework
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Brian M. Winn, Michigan State University, USA
Chapter LIX: Revealing New Hidden Curriculum and Pedagogy of Digital Games
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Youngkyun Baek, Korea National University of Education
Chapter LX: Game Design as a Compelling Experience
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Wei Qiu, Michigan State University, USA
Yong Zhao, Michigan State University, USA
Chapter LXI: Gaming Ethics, Rules, Etiquette and Learning
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Laurie N. Taylor, University of Florida, USA
Chapter LXII: Designing Games-Based Embedded Authentic Learning Experiences
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Penny de Byl, University of Southern Queensland
Chapter LXIII: Bridging Game Development and Instructional Design
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James Belanich, U.S. Army Research Institute for the Behavioral and Social Sciences,
Karin A. Orvis, Old Dominion University, USA
Daniel B. Horn, U.S. Army Research Institute for the Behavioral and Social Sciences
Jennifer L. Solberg, U.S. Army Research Institute for the Behavioral and Social Sciences
Chapter LXIV: GaME Design for Intuitive Concept Knowledge
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Debbie Denise Reese, Wheeling Jesuit University
Chapter LXV: Leveraging the Affordances of an Electronic Game to Meet Instructional Goals
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Yuxin Ma, Uniersity of Louisiana at Lafayette, USA
Douglas Williams, Uniersity of Louisiana at Lafayette, USA
Charles Richard, Uniersity of Louisiana at Lafayette, USA
Louise Prejean, Uniersity of Louisiana at Lafayette, USA
Chapter LXVI: Instructional Game Design Using Cognitive Load Theory
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Wenhao David Huang, University of Illinois Urbana-Champaign, USA
Tristan Johnson, Florida State University, USA
Chapter LXVII: Motivation, Learning, and Game Design
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Mahboubeh Asgari, Simon Fraser University, USA
David Kaufman, Simon Fraser University, USA
Chapter LXVIII: Designing Games for Learning
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Scott J. Warren, University of North Texas, USA
Mary Jo Dondlinger, University of North Texas, USA
Chapter LXIX: Interaction with MMOGs and Implications for E-Learning Design
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Panagiotis Zaharias, University of the Aegean
Anthony Papargyris, Athens University of Economics and Business
Chapter LXX: Narrative Development and Instructional Design
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Douglas Williams, University of Louisiana-Lafayette, USA
Yuxin Ma, University of Louisiana-Lafayette, USA
Charles Richard, University of Louisiana-Lafayette, USA
Louise Prejean, University of Louisiana-Lafayette, USA
Chapter LXXI: Children as Critics of Educational Computer Games Design by Other Children
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Lloyd P. Rieber, University of Georgia, USA
Joan M. Davis, University of Washington, USA
Michael J. Matzko, United States Navy, USA
Michael M. Grant, University of Memphis, USA
Chapter LXXII: Videogame Creation as a Learning Experience for Teachers and Students
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Leanna Madill, University of Victoria
Kathy Sanford, University of Victoria
Section VIII: The Future of Educational Gaming
Chapter LXXIII: The Future of Digital Game-Based Learning
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Brian Magerko, Georgia Institute of Technology, USA
Chapter LXXIV: Artists in the Medium
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Kurt Squire, University of Wisconsin-Madison, USA
Chapter LXXV: The Positive Impact Model in Commercial Games
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Rusel DeMaria, DeMaria Studio
Chapter LXXVI: Education and Exploitation off the Virtual Trail to Oregon
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Chad M. Harms, Iowa State University, USA
Section IX: Appendix: Glossary of Terms
Appendix A: An Overview of Gaming Terminology: Chapters I-LXXVI
- Clark Aldrich, SimuLearn, USA
Joseph C. DiPietro, University of Florida, USA
Section X: Appendix: Selected Readings
Appendix B, Selected Readings: Games and Simulations: A New Approach in Education?
- Göknur Kaplan Akilli, Pennsylvania State University, USA
Appendix C, Selected Readings: Developing Enjoyable Second Language Learning Software Tools: A Computer Game Paradigm
- Chee Siang Ang, City University, UK
Panayiotis Zaphiris, City University, UK
Appendix D, Selected Readings: Game Mods: Customizable Learning in a K16 Setting
- Elizabeth Fanning, The University of Virginia, USA
Appendix E, Selected Readings: Online Games for 21st Century Skills
- Lisa Galarneau, University of Waikato, New Zealand
Melanie Zibit, Boston College, USA
Appendix F, Selected Readings: Game-Based Instruction in a College Classroom
- Nancy Sardone, Seton Hall University, USA
Roberta Devlin-Scherer, Seton Hall University, USA
Joseph Martinelli, Seton Hall University, USA
Appendix G, Selected Readings: Creative Remixing and Digital Learning: Developing an Online Media Literacy Learning Tool for Girls
- Renee Hobbs, Temple University, USA
Jonelle Rowe, Department of Health and Human Services, USA
Appendix H, Selected Readings: Learning While Playing: Design Implications for Edutainment Games
- Kalle Jegers, Umeå University, Sweden
Carlotte Wiberg, Umeå University, Sweden
Appendix I, Selected Readings: Reliving History with “Reliving the Revolution”: Designing Augmented Reality Games to Teach the Critical Thinking of History
- Karen Schrier, MIT, USA
Appendix J, Selected Readings: Insights into the Impact of Social Networks on Evolutionary Games
- Katia Sycara, Carnegie Mellon University, USA
Paul Scerri, Carnegie Mellon University, USA
Anton Chechetka, Carnegie Mellon University, USA


