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Preliminary Validation of ENGAME: Fostering Civic Participation and Social Inclusion Through an E-Learning Game., , , , , , , , , and 1 other author(s). HCI (31), volume 14041 of Lecture Notes in Computer Science, page 466-481. Springer, (2023)Understanding User Perspectives on an Educational Game for Civic and Social Inclusion., , , , , , and . ICIST, volume 1979 of Communications in Computer and Information Science, page 222-234. Springer, (2023)Gaming for Social Inclusion and Civic Participation: the INGAME project., , , , , , , , , and 3 other author(s). SIIE, page 1-4. IEEE, (2021)Preliminary study of the usability of the INGAME game for social inclusion and civic participation., , , , , , , and . Interacción, page 10:1-10:7. ACM, (2022)A Case Study on Gaming Implementation for Social Inclusion and Civic Participation., , , , , , , and . ICIST, volume 1665 of Communications in Computer and Information Science, page 305-314. Springer, (2022)The Role of Medical Error and the Emotions it Induces in Learning - A Study Using Virtual Patients., , , and . BFAL, volume 12462 of Lecture Notes in Computer Science, page 3-12. Springer, (2020)