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Status and Trends of Serious Game Application in Engineering and Manufacturing Education.

, , , , and . ISAGA, volume 8264 of Lecture Notes in Computer Science, page 77-84. Springer, (2013)

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Overcoming barriers to participation during requirements elicitation., , and . Int. J. Technol. Manag., 66 (1): 81-103 (2014)The Move Beyond Edutainment: Have We Learnt Our Lessons from Entertainment Games?, , , , , , , and . GALA, volume 8605 of Lecture Notes in Computer Science, page 77-89. Springer, (2013)Measuring the Commercial Outcomes of Serious Games in Companies - A Review., , , , , and . SGDA, volume 8778 of Lecture Notes in Computer Science, page 176-191. Springer, (2014)Serious Games Adoption in Corporate Training., , and . SGDA, volume 7528 of Lecture Notes in Computer Science, page 74-85. Springer, (2012)Academic and Industrial User Needs for a Concurrent Engineering Computer Simulation Game., , and . Concurrent Engineering: R&A, 9 (3): 223-237 (2001)The ARICON VE Readiness Assessment Approach in the New Product Development (NPD) Context., , , and . Virtual Enterprises and Collaborative Networks, volume 149 of IFIP, page 499-506. Kluwer/springer, (2004)Serious Games Adoption in Organizations - An Exploratory Analysis., , and . EC-TEL, volume 8095 of Lecture Notes in Computer Science, page 508-513. Springer, (2013)Evaluation of Simulation Games for Teaching Engineering and Manufacturing., and . VS-GAMES, volume 15 of Procedia Computer Science, page 210-220. Elsevier, (2012)Serious Games in a European Policy Context., , , , , , and . SGDA, volume 8101 of Lecture Notes in Computer Science, page 307-320. Springer, (2013)ARICON Initiative: Barriers In Adopting The Virtual Enterprise Approach In The New Product Development (NPD) Context., , , , and . PRO-VE, volume 262 of IFIP Conference Proceedings, page 123-134. Kluwer, (2003)