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References

Alhabash, S. and Wise, K. (2015). PeaceMaker: Changing Students' Attitudes Toward Palestinians and Israelis Through Video Game Play. International Journal of Communication.

Felicio, et al. (2014). Stop Disasters Game Experiment with Elementary School Students in Rio de Janeiro: Building Safety Culture. (pp.585-591). Proceedings of the 11th International ISCRAM Conference.

Gee, J. P. (2003). What video games have to teach us about learning and literacy. ACM Computers in Entertainment, 1(1), 1–4.

Ginsburg, K. R. (2007). The importance of play in promoting healthy child development and maintaining strong parent-child bonds. Pediatrics, 119, 182–191.

Ke, F. (2009). A qualitative meta-analysis of computer games as learning tools. In R. E. Furdig GAMING IN EDUCATION 29 (Ed.) Handbook of Research on Effective Electronic Gaming in Education (pp. 1–32), New York: IGI Global.

McClarty, et al. (2012). A Literature Review of Gaming in Education. Pearson.

Ruggiero, D. (2014). Spent: Changing Students’ Affective Learning Toward Homelessness Through Persuasive Video Game Play. (pp.3423-3432). CHI '14 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems.

Salen, K., & Zimmerman, E. (2004). Rules of play: Game design fundamentals. Cambridge, MA: MIT Press.

Toppo, G. (2015) The Game Believes in You: How Digital Play Can Make Our Kids Smarter. St. Martin's Press.
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