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Beginning in 2001 and growing massively in 2008, video game research has received timely attention from learning scientists, educational researchers, and instructional designers and technologists. Therefore, as a way to synthesize this large volume of work, we conducted a literature review to analyze empirical research on serious games and their effect on performance and engagement on multiple levels of students and topics. Articles from 2001 to 2011 were selected from top journals according to the SSCI database. From 1032 articles accessed that included the term “game,” 42 were deemed appropriate for careful analysis. The results suggest that the number of researches on serious games is in the peak now and they give promising results for increasing students’ performance and engagement.
Yavuz Samur, Bahcesehir University
Michael A. Evans, Virginia Polytechnic Institute and State University