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In this paper, we describe a framework for connecting computer graphics techniques and visual style in video game design with targeted learning outcomes for students. The relationship is organized on a table depicting Bloom's taxonomy of the cognitive domain and categories of computer graphics imagery from simplified to realistic. This framework is presented as a useful way to economize design development efforts and incorporate visual development in addition to player immersion as an indicator of expected effectiveness for serious games.
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Stored only when both papers are in the corpus — 37 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.