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Computer games have made a significant cultural, social, economic, political, and technological impact on society (Newman 2004). Given the widespread popularity of video games, their ability to sustain long-term player engagement with challenging tasks (Gee 2003), and their tendency to elicit proactive player comm unities (Rheingold 1994), it should come as no great surprise that educators have become increasingly interested in the potential of such games as learning tools.
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Stored only when both papers are in the corpus — 78 citations exist upstream.
Papers that cite the same references — the relational fallback while embeddings are still backfilling.
Imported from OpenAlex (CC0) — nothing here is generated.