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We don't need no stinkin' badges: The impact of reward features and feeling rewarded in educational games., , , , , , , , , and . Comput. Hum. Behav., (2015)The Temporal Attentive Observation (TAO) Scale: Development of an Instrument to Assess Attentive Behavior Sequences During Serious Gameplay., , , , , , , , , and . Technol. Knowl. Learn., 23 (1): 65-81 (2018)Beyond the Medium: Rethinking Information Literacy through Crowdsourced Analysis., , , , , , , , , and 4 other author(s). HICSS, page 1-10. ScholarSpace, (2019)Balancing Play and Formal Training in the Design of Serious Games., , , , , , , , , and 2 other author(s). Games Cult., 12 (3): 269-291 (2017)The Digital Dollhouse: Context and Social Norms in The Sims Online., and . Games Cult., 2 (4): 314-334 (2007)Serious Efforts at Bias Reduction., , , , , , , and . J. Media Psychol. Theor. Methods Appl., (2018)Visual spaces, norm governed places: the influence of spatial context online., and . New Media Soc., 11 (6): 1041-1060 (2009)Adolescents Seeking Nutrition Information: Motivations, Sources and the Role of the Internet., and . Int. J. Inf. Commun. Technol. Educ., 7 (3): 74-85 (2011)User-Centered Design and Experimentation to Develop Effective Software for Evidence-Based Reasoning in the Intelligence Community: The TRACE Project., , , , , , , , and . Comput. Sci. Eng., 20 (6): 35-42 (2018)Communicating age in Second Life: The contributions of textual and visual factors., , , , , and . New Media Soc., 17 (1): 41-61 (2015)