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2003, Symbolae Facultatis Litterarum et Philosophiae Lovaniensis. Series D, Litteraria, ISBN 9789058673237, Volume 16, 185
Book
Business Process Management Journal, ISSN 1463-7154, 2018, Volume 25, Issue 5, pp. 1164 - 1190
Journal Article
Journal of Broadcasting and Electronic Media, ISSN 0883-8151, 04/2016, Volume 60, Issue 2, pp. 286 - 304
Journal Article
Psychiatry and Clinical Neurosciences, ISSN 1323-1316, 07/2017, Volume 71, Issue 7, pp. 445 - 458
Journal Article
International Journal of Psychophysiology, ISSN 0167-8760, 10/2016, Volume 108, pp. 75 - 76
Journal Article
Computers in Human Behavior, ISSN 0747-5632, 11/2012, Volume 28, Issue 6, pp. 2023 - 2033
Journal Article
Computers in Human Behavior, ISSN 0747-5632, 06/2017, Volume 71, pp. 90 - 98
It seems that women stand outside game culture resulting in a low gamer identity profile. A nuanced and detailed examination of how gender identity and... 
Women | Gender | Digital games | Social identity | Gamer identity | Social constructionism | PERFORMANCE | MODEL | SELF-ESTEEM | IDENTIFICATION | PSYCHOLOGY, EXPERIMENTAL | PSYCHOLOGY | PSYCHOLOGY, MULTIDISCIPLINARY | PLAYERS | STIGMA | SEXUALITY | Gender identity | Analysis | Social aspects | Femininity | Sex discrimination against women
Journal Article
Computers & Education, ISSN 0360-1315, 10/2015, Volume 88, pp. 29 - 37
In recent years, interest has grown in the systematic assessment of the effectiveness of digital game-based learning (DGBL). A conceptual framework describing... 
Evaluation methodologies | Interdisciplinary projects | Interactive learning environments | Media in education | EDUCATION & EDUCATIONAL RESEARCH | COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS | EFFICACY | Learning | Skills | Education | Time management | Categories | Games | Digital | Assessments
Journal Article
Computers & Education, ISSN 0360-1315, 01/2016, Volume 92-93, pp. 90 - 103
Journal Article
Journal of Broadcasting & Electronic Media, ISSN 0883-8151, 04/2016, Volume 60, Issue 2, pp. 286 - 304
Stereotypes in game culture are still inhibiting the freedom of female players. This survey study aims to gain insight into these practices by looking at... 
TECHNOLOGIES | VIDEO | THREATS | ROLES | COMMUNICATION | MOTIVATIONS | Women | Sex | Sex discrimination | Gender | Females | Stereotypes | Freedom | Computer & video games | Players
Journal Article
Journal of Broadcasting and Electronic Media, ISSN 0883-8151, 01/2016, Volume 60, Issue 1, pp. 1 - 22
Journal Article
Communication Theory, ISSN 1050-3293, 05/2014, Volume 24, Issue 2, pp. 205 - 223
Journal Article
Psychiatry and Clinical Neurosciences, ISSN 1323-1316, 07/2017, Volume 71, Issue 7, pp. 445 - 458
Journal Article
Journal of Communication, ISSN 0021-9916, 12/2015, Volume 65, Issue 6, pp. 975 - 996
Digital games have become a popular form of media entertainment. However, it remains unclear whether a canon of accepted knowledge and research practices has... 
Digital Games Research | Survey | Science of Knowledge | ICA | Disciplinary Development | ECREA | DiGRA | SELF | VIOLENT VIDEO GAMES | SCIENCE | AGGRESSION | COMMUNICATION | Studies
Journal Article
Computers & Education, ISSN 0360-1315, 11/2017, Volume 114, pp. 24 - 37
In recent years, critiques have been formulated regarding current evaluation methods of digital game-based learning (DGBL) effectiveness, raising doubt with... 
Solomon four-group design | Digital game-based learning | Pre-test sensitization | Effectiveness assessment | Practice effect | DESIGN | METAANALYSIS | KNOWLEDGE | EDUCATION | EDUCATION & EDUCATIONAL RESEARCH | COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS | OUTCOMES | SERIOUS GAMES
Journal Article