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2 World Economic Forum,
3 Abt. C. C. (1970) Serious Games. The Viking Press. New York.
4 Liu, Z.Y., Shaikh, Z. & Gazizova, F. (2020). Using the Concept of Game-Based Learning in Education. International Journal of Emerging Technologies in Learning (iJET), 15(14), 53-64. Kassel, Germany: International Journal of Emerging Technology in Learning. Retrieved March 25, 2022 from
5 Sitzmann, T., (2011). A meta-analytic examination of the instructional effectiveness of computer-based simulation games. Personnel Psychology. 64. 489 - 528. 10.1111/j.1744-6570.2011.01190.x.
6 Chen, CH., Shih, CC. & Law, V. (2020). The effects of competition in digital game-based learning (DGBL): a meta-analysis. Education Tech Research Dev 68, 1855–1873
7 Ortiz-Rojas, Chiluiza, Valcke, Gamification and learning performance: A systematic review of the literature, Ghent University. Found here
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9 We must note that our descriptions are based on general equilibrium theory, which makes many assumptions about the players’ economic sophistication and information. In reality, the prices will be determined in the marketplace, and they will depend on the trading/splicing decisions of the players. Hence, the actual price process may or may not fit the descriptions here.
10 Forresters,
Additional References: Ortiz-Rojas, M. margaritaelizabeth. [email protected] b., Chiluiza, K. [email protected] edu. e., & Valcke, M. [email protected] edu. ecmartin. [email protected] b. (2017). Gamification and Learning Performance: A Systematic Review of the Literature. Proceedings of the European Conference on Games Based Learning, 515–522.
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