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The purpose of this study was to identify motivational elements for an online multiplayer educational computer game. Design ethnography with naturalistic interpretations has been used as a research method. After the data analysis by using the constant comparison method of grounded theory, thirteen categories emerged for the kids as the motivational elements to play this game: identity presentation, social interaction, playing, learning, ownership and control, fantasy, immersive context, curiosity, creativity, achievement, rewards, uniqueness, and context of support.
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Stored only when both papers are in the corpus — 62 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.