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Game Design Lineages: Minecraft's Inventory., and . Trans. Digit. Games Res. Assoc., (2018)Ludoliteracy: defining understanding and supporting games education. (2010)Designing Inside the Box or Pitching Practices in Industry and Education., and . DiGRA, Digital Games Research Association, (2014)Dark patterns in the design of games., , and . FDG, page 39-46. Society for the Advancement of the Science of Digital Games, (2013)Extraction of User Opinions by Adjective-Context Co-clustering for Game Review Texts., , , and . JapTAL, volume 7614 of Lecture Notes in Computer Science, page 289-299. Springer, (2012)A framework for games literacy and understanding games.. Future Play, page 33-40. ACM, (2008)Challenges for success in stereo gaming: a Virtual Boy case study., and . Advances in Computer Entertainment Technology, volume 422 of ACM International Conference Proceeding Series, page 99-106. ACM, (2009)Ethically Notable Videogames: Moral Dilemmas and Gameplay.. DiGRA Conference, Digital Games Research Association, (2009)The game ontology project: supporting learning while contributing authentically to game studies., and . ICLS (2), page 499-506. International Society of the Learning Sciences, (2008)GFI: A Formal Approach to Narrative Design and Game Research., , and . ICIDS, volume 12497 of Lecture Notes in Computer Science, page 133-148. Springer, (2020)