FrancoP. F.DeLucaD. A. (2019). Learning through action: Creating and implementing a strategy game to foster innovative thinking in higher education. Simulation & Gaming, 50(1), 23-43. doi:10.1177/1046878118820892
6.
HarviainenJ. T.BrownA. M. L.SuominenJ. (2018). Three waves of awkwardness: A meta-analysis of sex in game studies. Games and Culture, 13(6), 605-623. doi:10.1177/1555412016636219
7.
KeysB.WolfeJ. (1990). The role of management games and simulations in education and research. Journal of Management, 16(2), 307-336. doi:10.1177/014920639001600205
8.
KneerJ.FrankenS.ReichS. (2019). Not only for the (tom)boys: Gender variables as predictors for playing motivations, passion, and addiction for MMORPGs. Simulation & Gaming, 50(1), 44-61. doi:10.1177/1046878118823033
9.
MacDonoughK.FrainowR.ErdmanD.GronsbellK.TitkemeyerE. (2016). On the Eve of preservation: Consenving a complex universe. In CarterM.BergströmK.WoolfordD. (Eds.), Internet spaceships are serious business: An EVE online reader (pp. 210-220). Minneapolis: University of Minnesota Press.
SchmellerR. (2019). In strategy simulations, data analysis matters most (more than number of log ins and more than time spent logged in). Simulation & Gaming, 50(1), 62-75. doi:10.1177/1046878118821402
12.
ShibuyaA.TeramotoM.ShounA.AkiyamaK. (2019). Long-term effects of in-game purchases and event game mechanics on young mobile social game players in Japan. Simulation & Gaming, 50(1), 76-92. doi:10.1177/1046878118819677
13.
SköldO. (2018). Documenting videogame communities: A study of community production of information in social-media environments and its implications for videogame preservation. Uppsala, Sweden: Uppsala University.