<?xml version="1.0" encoding="ISO-8859-1"?><article xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<front>
<journal-meta>
<journal-id>1405-6666</journal-id>
<journal-title><![CDATA[Revista mexicana de investigación educativa]]></journal-title>
<abbrev-journal-title><![CDATA[RMIE]]></abbrev-journal-title>
<issn>1405-6666</issn>
<publisher>
<publisher-name><![CDATA[Consejo Mexicano de Investigación Educativa A.C.]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S1405-66662025000300657</article-id>
<title-group>
<article-title xml:lang="es"><![CDATA[De la batalla a la paz: análisis del potencial educativo de videojuegos sobre conflictos armados]]></article-title>
<article-title xml:lang="en"><![CDATA[From War to Peace: Analyzing the Educational Potential of Video Games about Armed Conflicts]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Torres-Barreto]]></surname>
<given-names><![CDATA[Martha L.]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Ramírez-Vásquez]]></surname>
<given-names><![CDATA[Yuber E.]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Hazbon-Manrique]]></surname>
<given-names><![CDATA[Sareth D.]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
</contrib-group>
<aff id="Af1">
<institution><![CDATA[,Universidad Industrial de Santander Escuela de Estudios Industriales y Empresariales ]]></institution>
<addr-line><![CDATA[Bucaramanga ]]></addr-line>
<country>Colombia</country>
</aff>
<aff id="Af2">
<institution><![CDATA[,Universidad Industrial de Santander Escuela de Estudios Industriales y Empresariales ]]></institution>
<addr-line><![CDATA[Bucaramanga ]]></addr-line>
<country>Colombia</country>
</aff>
<aff id="Af3">
<institution><![CDATA[,Escuela de Estudios Industriales y Empresariales  ]]></institution>
<addr-line><![CDATA[Bucaramanga ]]></addr-line>
<country>Colombia</country>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>09</month>
<year>2025</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>09</month>
<year>2025</year>
</pub-date>
<volume>30</volume>
<numero>106</numero>
<fpage>657</fpage>
<lpage>681</lpage>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_arttext&amp;pid=S1405-66662025000300657&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_abstract&amp;pid=S1405-66662025000300657&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_pdf&amp;pid=S1405-66662025000300657&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="es"><p><![CDATA[Resumen Esta investigación explora críticamente cómo los videojuegos que abordan escenarios de conflictos armados pueden influir en la percepción y comprensión de las y los jugadores al respecto y examina el potencial educativo de la gamificación para promover empatía y comprensión hacia complejidades de conflictos armados reales. Analizando las mecánicas, dinámicas y elementos constitutivos de 68 videojuegos, esta investigación busca determinar cómo estos componentes lúdicos pueden utilizarse para captar y retener la atención de las y los jugadores de manera que los enfoques educativos tradicionales quizás no logren. Se identificó que un porcentaje significativo de los juegos analizados presenta narrativas con perspectivas multifacéticas de los conflictos, abordando no solo aspectos bélicos, sino también causas, repercusiones humanitarias y sociopolíticas.]]></p></abstract>
<abstract abstract-type="short" xml:lang="en"><p><![CDATA[Abstract This research critically examines how video games that deal with armed conflict situations can influence players' perceptions and understanding of armed conflict, and explores the educational potential of gamification to promote empathy and understanding of the complexities of real-world armed conflicts. Through the analysis of the underlying mechanics, dynamics, and constituent elements of 68 video games, this research aims to reveal how these gamification components can be used to grab and keep the attention of gamers in ways that traditional educational approaches may not. The study showed that a significant percentage of the games analyzed featured narratives with multiple perspectives on conflicts, addressing not only war aspects, but also causes, humanitarian, and socio-political repercussions.]]></p></abstract>
<kwd-group>
<kwd lng="es"><![CDATA[videojuegos]]></kwd>
<kwd lng="es"><![CDATA[juegos educativos]]></kwd>
<kwd lng="es"><![CDATA[conflictos]]></kwd>
<kwd lng="es"><![CDATA[violencia]]></kwd>
<kwd lng="es"><![CDATA[educación]]></kwd>
<kwd lng="en"><![CDATA[video games]]></kwd>
<kwd lng="en"><![CDATA[educational games]]></kwd>
<kwd lng="en"><![CDATA[conflicts]]></kwd>
<kwd lng="en"><![CDATA[violence]]></kwd>
<kwd lng="en"><![CDATA[education]]></kwd>
</kwd-group>
</article-meta>
</front><back>
<ref-list>
<ref id="B1">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Aguiar-Castillo]]></surname>
<given-names><![CDATA[Lidia]]></given-names>
</name>
<name>
<surname><![CDATA[Clavijo-Rodríguez]]></surname>
<given-names><![CDATA[Alberto]]></given-names>
</name>
<name>
<surname><![CDATA[Hernández-López]]></surname>
<given-names><![CDATA[Lidia]]></given-names>
</name>
<name>
<surname><![CDATA[De Saa-Pérez]]></surname>
<given-names><![CDATA[Petra]]></given-names>
</name>
<name>
<surname><![CDATA[Pérez-Jiménez]]></surname>
<given-names><![CDATA[Rafael]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Gamification and deep learning approaches in higher education]]></article-title>
<source><![CDATA[Journal of Hospitality, Leisure, Sport and Tourism Education]]></source>
<year>2021</year>
<volume>29</volume>
</nlm-citation>
</ref>
<ref id="B2">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Alfageme González]]></surname>
<given-names><![CDATA[María Begoña]]></given-names>
</name>
<name>
<surname><![CDATA[Sánchez Rodríguez]]></surname>
<given-names><![CDATA[Pedro]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Aprendiendo habilidades con videojuegos]]></article-title>
<source><![CDATA[Comunicar]]></source>
<year>2002</year>
<numero>19</numero>
<issue>19</issue>
<page-range>114-9</page-range></nlm-citation>
</ref>
<ref id="B3">
<nlm-citation citation-type="confpro">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Alejaldre Biel]]></surname>
<given-names><![CDATA[Leyre]]></given-names>
</name>
<name>
<surname><![CDATA[García Jiménez]]></surname>
<given-names><![CDATA[Antonia María]]></given-names>
</name>
</person-group>
<source><![CDATA[Gamificar: el uso de los elementos del juego en la enseñanza de español]]></source>
<year>2015</year>
<conf-name><![CDATA[ LCongreso Internacional de la AEPE]]></conf-name>
<conf-loc>Burgos </conf-loc>
<page-range>73-83</page-range></nlm-citation>
</ref>
<ref id="B4">
<nlm-citation citation-type="book">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Bailey]]></surname>
<given-names><![CDATA[Christopher]]></given-names>
</name>
<name>
<surname><![CDATA[Pearson]]></surname>
<given-names><![CDATA[Elaine]]></given-names>
</name>
<name>
<surname><![CDATA[Gkatzidou]]></surname>
<given-names><![CDATA[Stavroula]]></given-names>
</name>
<name>
<surname><![CDATA[Green]]></surname>
<given-names><![CDATA[Steve]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Using video games to develop social, collaborative and communication skills]]></article-title>
<collab>EdMedia+ Innovate Learning</collab>
<source><![CDATA[Proceedings of ED-MEDIA 2006-World Conference on Educational Multimedia, Hypermedia &amp; Telecommunications]]></source>
<year>2006</year>
<page-range>1154-61</page-range><publisher-loc><![CDATA[Orlando ]]></publisher-loc>
<publisher-name><![CDATA[Association for the Advancement of Computing in Education]]></publisher-name>
</nlm-citation>
</ref>
<ref id="B5">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Bösche]]></surname>
<given-names><![CDATA[Wolfgang]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Violent video games prime both aggressive and positive cognitions]]></article-title>
<source><![CDATA[Journal of Media Psychology]]></source>
<year>2010</year>
<volume>22</volume>
<numero>4</numero>
<issue>4</issue>
<page-range>139-46</page-range></nlm-citation>
</ref>
<ref id="B6">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Bowman]]></surname>
<given-names><![CDATA[Nicholas David]]></given-names>
</name>
<name>
<surname><![CDATA[Weber]]></surname>
<given-names><![CDATA[Rene]]></given-names>
</name>
<name>
<surname><![CDATA[Tamborini]]></surname>
<given-names><![CDATA[Ron]]></given-names>
</name>
<name>
<surname><![CDATA[Sherry]]></surname>
<given-names><![CDATA[John]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Facilitating game play: How others affect performance at and enjoyment of video games]]></article-title>
<source><![CDATA[Media Psychology]]></source>
<year>2013</year>
<volume>16</volume>
<numero>1</numero>
<issue>1</issue>
<page-range>39-64</page-range></nlm-citation>
</ref>
<ref id="B7">
<nlm-citation citation-type="book">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Boyle]]></surname>
<given-names><![CDATA[Elizabeth]]></given-names>
</name>
<name>
<surname><![CDATA[Hainey]]></surname>
<given-names><![CDATA[Thomas]]></given-names>
</name>
<name>
<surname><![CDATA[Boyle]]></surname>
<given-names><![CDATA[Jim]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Serious games and cyber behavior]]></article-title>
<person-group person-group-type="editor">
<name>
<surname><![CDATA[Yan]]></surname>
<given-names><![CDATA[Z.]]></given-names>
</name>
</person-group>
<source><![CDATA[Cambridge Handbook of Cyber Behavior]]></source>
<year>2020</year>
<publisher-loc><![CDATA[Cambridge ]]></publisher-loc>
<publisher-name><![CDATA[Cambridge University Press]]></publisher-name>
</nlm-citation>
</ref>
<ref id="B8">
<nlm-citation citation-type="book">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Brown]]></surname>
<given-names><![CDATA[Harry J.]]></given-names>
</name>
</person-group>
<source><![CDATA[Videogames and education]]></source>
<year>2014</year>
<publisher-loc><![CDATA[Nueva York ]]></publisher-loc>
<publisher-name><![CDATA[Routledge]]></publisher-name>
</nlm-citation>
</ref>
<ref id="B9">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Constantinou]]></surname>
<given-names><![CDATA[Costas S.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[A reflexive GOAL framework for achieving student-centered learning in european higher education: From class learning to community engagement]]></article-title>
<source><![CDATA[Societies]]></source>
<year>2020</year>
<volume>10</volume>
<numero>4</numero>
<issue>4</issue>
</nlm-citation>
</ref>
<ref id="B10">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Dale]]></surname>
<given-names><![CDATA[Gilian]]></given-names>
</name>
<name>
<surname><![CDATA[Shawn Green]]></surname>
<given-names><![CDATA[C.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[The changing face of video games and video gamers: Future directions in the scientific study of video game play and cognitive performance]]></article-title>
<source><![CDATA[Journal of Cognitive Enhancement]]></source>
<year>2017</year>
<volume>1</volume>
<numero>3</numero>
<issue>3</issue>
<page-range>280-94</page-range></nlm-citation>
</ref>
<ref id="B11">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[De Aguilera]]></surname>
<given-names><![CDATA[Miguel]]></given-names>
</name>
<name>
<surname><![CDATA[Mendiz Noguero]]></surname>
<given-names><![CDATA[Alfonso]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Video games and education: (Education in the Face of a &#8220;Parallel School&#8221;)]]></article-title>
<source><![CDATA[Computers in Entertainment]]></source>
<year>2003</year>
<volume>1</volume>
<numero>1</numero>
<issue>1</issue>
</nlm-citation>
</ref>
<ref id="B12">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[De Corte]]></surname>
<given-names><![CDATA[Erik]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Towards powerful learning environments for the acquisition of problem-solving skills]]></article-title>
<source><![CDATA[European Journal of Psychology of Education]]></source>
<year>1990</year>
<volume>5</volume>
<numero>1</numero>
<issue>1</issue>
<page-range>5-19</page-range></nlm-citation>
</ref>
<ref id="B13">
<nlm-citation citation-type="">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Deterding]]></surname>
<given-names><![CDATA[Sebastian]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Gamification: designing for motivation]]></article-title>
<source><![CDATA[Interactions]]></source>
<year>2012</year>
<volume>19</volume>
<numero>4</numero>
<issue>4</issue>
<page-range>14-7</page-range></nlm-citation>
</ref>
<ref id="B14">
<nlm-citation citation-type="book">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Dos Santos]]></surname>
<given-names><![CDATA[Rodrigo Pereira]]></given-names>
</name>
<name>
<surname><![CDATA[Da Silva Hounsell]]></surname>
<given-names><![CDATA[Marcelo]]></given-names>
</name>
</person-group>
<source><![CDATA[Grand research challenges in games and entertainment computing in Brazil-GranDGamesBR 2020-2030]]></source>
<year>2023</year>
<publisher-loc><![CDATA[Recife ]]></publisher-loc>
<publisher-name><![CDATA[Springer Nature]]></publisher-name>
</nlm-citation>
</ref>
<ref id="B15">
<nlm-citation citation-type="book">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Egenfeldt-Nielsen]]></surname>
<given-names><![CDATA[Simon]]></given-names>
</name>
<name>
<surname><![CDATA[Smith]]></surname>
<given-names><![CDATA[Jonas Heide]]></given-names>
</name>
<name>
<surname><![CDATA[Tosca]]></surname>
<given-names><![CDATA[Susana Pajares]]></given-names>
</name>
</person-group>
<source><![CDATA[Understanding video games the essential introduction]]></source>
<year>2008</year>
<publisher-loc><![CDATA[Nueva York ]]></publisher-loc>
<publisher-name><![CDATA[Routledge]]></publisher-name>
</nlm-citation>
</ref>
<ref id="B16">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Etxeberría]]></surname>
<given-names><![CDATA[Félix]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Videojuegos violentos y agresividad]]></article-title>
<source><![CDATA[Pedagogía Social. Revista Interuniversitaria]]></source>
<year>2011</year>
<numero>18</numero>
<issue>18</issue>
<page-range>31-9</page-range></nlm-citation>
</ref>
<ref id="B17">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Foncubierta]]></surname>
<given-names><![CDATA[Juan Manuel]]></given-names>
</name>
<name>
<surname><![CDATA[Rodríguez]]></surname>
<given-names><![CDATA[Carlos]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Didáctica de la gamificación en la clase de español]]></article-title>
<source><![CDATA[Blog Edinumen]]></source>
<year>2014</year>
</nlm-citation>
</ref>
<ref id="B18">
<nlm-citation citation-type="book">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Frasca]]></surname>
<given-names><![CDATA[Gonzalo]]></given-names>
</name>
</person-group>
<source><![CDATA[Videogames as a means for critical thinking and debate]]></source>
<year>2001</year>
<publisher-name><![CDATA[Georgia Institute of Technology, School of Literature Communication and Culture]]></publisher-name>
</nlm-citation>
</ref>
<ref id="B19">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Gabbiadini]]></surname>
<given-names><![CDATA[Alessandro]]></given-names>
</name>
<name>
<surname><![CDATA[Riva]]></surname>
<given-names><![CDATA[Paolo]]></given-names>
</name>
<name>
<surname><![CDATA[Andrighetto]]></surname>
<given-names><![CDATA[Luca]]></given-names>
</name>
<name>
<surname><![CDATA[Volpato]]></surname>
<given-names><![CDATA[Chiara]]></given-names>
</name>
<name>
<surname><![CDATA[Bushman]]></surname>
<given-names><![CDATA[Brad J.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Acting like a tough guy: Violent-sexist video games, identification with game characters, masculine beliefs, &amp; empathy for female violence victims]]></article-title>
<source><![CDATA[PLoS ONE]]></source>
<year>2016</year>
<volume>11</volume>
<numero>4</numero>
<issue>4</issue>
<page-range>1-14</page-range></nlm-citation>
</ref>
<ref id="B20">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Gasca-Hurtado]]></surname>
<given-names><![CDATA[Gloria Piedad]]></given-names>
</name>
<name>
<surname><![CDATA[Peña]]></surname>
<given-names><![CDATA[Adriana]]></given-names>
</name>
<name>
<surname><![CDATA[Gómez-Álvarez]]></surname>
<given-names><![CDATA[María Clara]]></given-names>
</name>
<name>
<surname><![CDATA[Plascencia-Osuna]]></surname>
<given-names><![CDATA[Óscar Armando]]></given-names>
</name>
<name>
<surname><![CDATA[Calvo-Manzano]]></surname>
<given-names><![CDATA[José A.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Virtual reality as good practice for teamwork with engineering students]]></article-title>
<source><![CDATA[Revista Ibérica de Sistemas e Tecnologías de Informação]]></source>
<year>2015</year>
<numero>16</numero>
<issue>16</issue>
<page-range>76-91</page-range></nlm-citation>
</ref>
<ref id="B21">
<nlm-citation citation-type="book">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Gee]]></surname>
<given-names><![CDATA[James Paul]]></given-names>
</name>
</person-group>
<source><![CDATA[What video games have to teach us about learning and literacy]]></source>
<year>2007</year>
<edition>2</edition>
<publisher-loc><![CDATA[Nueva York ]]></publisher-loc>
<publisher-name><![CDATA[St. Martin&#8217;s Publishing Group]]></publisher-name>
</nlm-citation>
</ref>
<ref id="B22">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Giddings]]></surname>
<given-names><![CDATA[Seth]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Accursed play: The economic imaginary of early game studies]]></article-title>
<source><![CDATA[Games and Culture]]></source>
<year>2018</year>
<volume>13</volume>
<numero>7</numero>
<issue>7</issue>
<page-range>765-83</page-range></nlm-citation>
</ref>
<ref id="B23">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Griffiths]]></surname>
<given-names><![CDATA[Mark]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Violent video games and aggression: A review of the literature]]></article-title>
<source><![CDATA[Aggression and Violent Behavior]]></source>
<year>1999</year>
<volume>4</volume>
<numero>2</numero>
<issue>2</issue>
<page-range>203-12</page-range></nlm-citation>
</ref>
<ref id="B24">
<nlm-citation citation-type="book">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Grodal]]></surname>
<given-names><![CDATA[Torben]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Video games and the pleasures of control]]></article-title>
<person-group person-group-type="editor">
<name>
<surname><![CDATA[Zillmann]]></surname>
<given-names><![CDATA[D.]]></given-names>
</name>
<name>
<surname><![CDATA[Vorderer]]></surname>
<given-names><![CDATA[P.]]></given-names>
</name>
</person-group>
<source><![CDATA[Media entertainment: The psychology of its appeal]]></source>
<year>2000</year>
<page-range>197-213</page-range><publisher-loc><![CDATA[Nueva York ]]></publisher-loc>
<publisher-name><![CDATA[Routledge]]></publisher-name>
</nlm-citation>
</ref>
<ref id="B25">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Jonasson]]></surname>
<given-names><![CDATA[Kalle]]></given-names>
</name>
<name>
<surname><![CDATA[Thiborg]]></surname>
<given-names><![CDATA[Jesper]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Electronic sport and its impact on future sport]]></article-title>
<source><![CDATA[Sport in Society]]></source>
<year>2010</year>
<volume>13</volume>
<numero>2</numero>
<issue>2</issue>
<page-range>287-99</page-range></nlm-citation>
</ref>
<ref id="B26">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Jovanovic]]></surname>
<given-names><![CDATA[Dragana]]></given-names>
</name>
<name>
<surname><![CDATA[Matejevic]]></surname>
<given-names><![CDATA[Mariana]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Relationship between rewards and intrinsic motivation for learning - researches review]]></article-title>
<source><![CDATA[Procedia - Social and Behavioral Sciences]]></source>
<year>2014</year>
<numero>149</numero>
<issue>149</issue>
<page-range>456-60</page-range></nlm-citation>
</ref>
<ref id="B27">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Kirchgessner]]></surname>
<given-names><![CDATA[Mandy]]></given-names>
</name>
<name>
<surname><![CDATA[Jass Kethelhut]]></surname>
<given-names><![CDATA[Diane]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Video games and learning: Teaching and participatory culture in the digital age]]></article-title>
<source><![CDATA[Science Education]]></source>
<year>2012</year>
<volume>96</volume>
<numero>5</numero>
<issue>5</issue>
<page-range>963-5</page-range></nlm-citation>
</ref>
<ref id="B28">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Lee]]></surname>
<given-names><![CDATA[Joey J.]]></given-names>
</name>
<name>
<surname><![CDATA[Hammer]]></surname>
<given-names><![CDATA[Jessica]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Gamification in education: What, how, why bother? What: Definitions and uses]]></article-title>
<source><![CDATA[Academic Exchange Quarterly]]></source>
<year>2011</year>
<volume>15</volume>
<numero>2</numero>
<issue>2</issue>
<page-range>146</page-range></nlm-citation>
</ref>
<ref id="B29">
<nlm-citation citation-type="book">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Malone]]></surname>
<given-names><![CDATA[Thomas W.]]></given-names>
</name>
<name>
<surname><![CDATA[Lepper]]></surname>
<given-names><![CDATA[Mark R.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Making learning fun: A taxonomy of intrinsic motivationsfor learning]]></article-title>
<person-group person-group-type="editor">
<name>
<surname><![CDATA[Snow]]></surname>
<given-names><![CDATA[R. E.]]></given-names>
</name>
<name>
<surname><![CDATA[Farr]]></surname>
<given-names><![CDATA[M. J.]]></given-names>
</name>
</person-group>
<source><![CDATA[Aptitude, learning, and instruction]]></source>
<year>2021</year>
<page-range>223-54</page-range><publisher-loc><![CDATA[Londres ]]></publisher-loc>
<publisher-name><![CDATA[Routledge]]></publisher-name>
</nlm-citation>
</ref>
<ref id="B30">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Metzger]]></surname>
<given-names><![CDATA[Scott Alan]]></given-names>
</name>
<name>
<surname><![CDATA[Paxton]]></surname>
<given-names><![CDATA[Richard J.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Gaming history: A framework for what video games teach about the past]]></article-title>
<source><![CDATA[Theory and Research in Social Education]]></source>
<year>2016</year>
<volume>44</volume>
<numero>4</numero>
<issue>4</issue>
<page-range>532-64</page-range></nlm-citation>
</ref>
<ref id="B31">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Moher]]></surname>
<given-names><![CDATA[David]]></given-names>
</name>
<name>
<surname><![CDATA[Liberati]]></surname>
<given-names><![CDATA[Alessandro]]></given-names>
</name>
<name>
<surname><![CDATA[Tetzlaff]]></surname>
<given-names><![CDATA[Jennifer]]></given-names>
</name>
<name>
<surname><![CDATA[Altman]]></surname>
<given-names><![CDATA[Douglas G.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Preferred reporting items for systematic reviews and meta-analyses: The PRISMA statement]]></article-title>
<source><![CDATA[International Journal of Surgery]]></source>
<year>2010</year>
<volume>8</volume>
<numero>5</numero>
<issue>5</issue>
<page-range>336-41</page-range></nlm-citation>
</ref>
<ref id="B32">
<nlm-citation citation-type="book">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Montaña Chingate]]></surname>
<given-names><![CDATA[Jairo David]]></given-names>
</name>
</person-group>
<source><![CDATA[Estudios de influencia de los videojuegos en los comportamientos de los adolescentes de 12 a18 años]]></source>
<year>2020</year>
<publisher-loc><![CDATA[Villavicencio ]]></publisher-loc>
<publisher-name><![CDATA[Universidad Cooperativa de Colombia, Facultad de Ciencias Sociales-Psicología]]></publisher-name>
</nlm-citation>
</ref>
<ref id="B33">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Moshirnia]]></surname>
<given-names><![CDATA[Andrew]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[he educational potential of modified video games]]></article-title>
<source><![CDATA[Issues in Informing Science and Information Technology]]></source>
<year>2007</year>
<numero>4</numero>
<issue>4</issue>
<page-range>511-21</page-range></nlm-citation>
</ref>
<ref id="B34">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Muntean]]></surname>
<given-names><![CDATA[Cristina Ioana]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Raising engagement in e-learning through gamification]]></article-title>
<source><![CDATA[The 6th International Conference on Virtual Learning]]></source>
<year>2011</year>
<page-range>323-9</page-range></nlm-citation>
</ref>
<ref id="B35">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Nauroth]]></surname>
<given-names><![CDATA[Peter]]></given-names>
</name>
<name>
<surname><![CDATA[Gollwitzer]]></surname>
<given-names><![CDATA[Mario]]></given-names>
</name>
<name>
<surname><![CDATA[Bender]]></surname>
<given-names><![CDATA[Jens]]></given-names>
</name>
<name>
<surname><![CDATA[Rothmund]]></surname>
<given-names><![CDATA[Tobias]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[amers against science: The case of the violent video games debate]]></article-title>
<source><![CDATA[European Journal of Social Psychology]]></source>
<year>2014</year>
<volume>44</volume>
<numero>2</numero>
<issue>2</issue>
<page-range>104-16</page-range></nlm-citation>
</ref>
<ref id="B36">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Ocón Galilea]]></surname>
<given-names><![CDATA[Raquel]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[La gamificación en educación y su trasfondo pedagógico]]></article-title>
<source><![CDATA[E-Innova]]></source>
<year>2017</year>
<numero>60</numero>
<issue>60</issue>
<page-range>1-10</page-range></nlm-citation>
</ref>
<ref id="B37">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Penix-Tadsen]]></surname>
<given-names><![CDATA[Phillip]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[atin American ludology: Why we should take video games seriously (and when we shouldn&#8217;t)]]></article-title>
<source><![CDATA[Latin American Research Review]]></source>
<year>2013</year>
<volume>48</volume>
<numero>1</numero>
<issue>1</issue>
<page-range>174-90</page-range></nlm-citation>
</ref>
<ref id="B38">
<nlm-citation citation-type="book">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Pereira]]></surname>
<given-names><![CDATA[Pedro]]></given-names>
</name>
<name>
<surname><![CDATA[Duarte]]></surname>
<given-names><![CDATA[Emília]]></given-names>
</name>
<name>
<surname><![CDATA[Rebelo]]></surname>
<given-names><![CDATA[Francisco]]></given-names>
</name>
<name>
<surname><![CDATA[Noriega]]></surname>
<given-names><![CDATA[Paulo]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[A review of gamification for health-related contexts]]></article-title>
<person-group person-group-type="editor">
<name>
<surname><![CDATA[Marcus]]></surname>
<given-names><![CDATA[A.]]></given-names>
</name>
</person-group>
<source><![CDATA[Design, user experience, and usability: User experience design for diverse interaction platforms and environments. DUXU 2014. Lecture Notes in Computer Science]]></source>
<year>2014</year>
<volume>8518</volume>
<page-range>742-53</page-range><publisher-loc><![CDATA[Cham ]]></publisher-loc>
<publisher-name><![CDATA[Springer]]></publisher-name>
</nlm-citation>
</ref>
<ref id="B39">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Pinstrup-Andersen]]></surname>
<given-names><![CDATA[Per]]></given-names>
</name>
<name>
<surname><![CDATA[Shimokawa]]></surname>
<given-names><![CDATA[Satoru]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Do poverty and poor health and nutrition increase the risk of armed conflict onset?]]></article-title>
<source><![CDATA[Food Policy]]></source>
<year>2008</year>
<volume>33</volume>
<numero>6</numero>
<issue>6</issue>
<page-range>513-20</page-range></nlm-citation>
</ref>
<ref id="B40">
<nlm-citation citation-type="book">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Pirker]]></surname>
<given-names><![CDATA[Johanna]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Video games, technology, and sport: The future is interactive, immersive, and adaptive]]></article-title>
<person-group person-group-type="editor">
<name>
<surname><![CDATA[Schmidt]]></surname>
<given-names><![CDATA[S. L.]]></given-names>
</name>
</person-group>
<source><![CDATA[21st Century sports. Future of business and finance]]></source>
<year>2024</year>
<publisher-loc><![CDATA[Cham ]]></publisher-loc>
<publisher-name><![CDATA[Springer]]></publisher-name>
</nlm-citation>
</ref>
<ref id="B41">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Postigo]]></surname>
<given-names><![CDATA[Hector]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[From pong to planet quake: Post-industrial transitions from leisure to work]]></article-title>
<source><![CDATA[Information, Communication &amp; Society]]></source>
<year>2003</year>
<volume>6</volume>
<numero>4</numero>
<issue>4</issue>
<page-range>593-607</page-range></nlm-citation>
</ref>
<ref id="B42">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Rahman]]></surname>
<given-names><![CDATA[Mehadi]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[21st Century skill &#8216;problem solving&#8217;: Defining the concept]]></article-title>
<source><![CDATA[Asian Journal of Interdisciplinary Research]]></source>
<year>2019</year>
<volume>2</volume>
<numero>1</numero>
<issue>1</issue>
<page-range>64-74</page-range></nlm-citation>
</ref>
<ref id="B43">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Raleigh]]></surname>
<given-names><![CDATA[Clionadh]]></given-names>
</name>
<name>
<surname><![CDATA[Urdal]]></surname>
<given-names><![CDATA[Henrik]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Climate change, environmental degradation and armed conflict]]></article-title>
<source><![CDATA[Political Geography]]></source>
<year>2007</year>
<volume>26</volume>
<numero>6</numero>
<issue>6</issue>
<page-range>674-94</page-range></nlm-citation>
</ref>
<ref id="B44">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Ranzolin]]></surname>
<given-names><![CDATA[Alexandra]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Videojuegos para el desarrollo del pensamiento crítico y el diálogo]]></article-title>
<source><![CDATA[EU-topías. Revista de Interculturalidad, Comunicación y Estudios Europeos]]></source>
<year>2020</year>
<volume>19</volume>
<page-range>125-36</page-range></nlm-citation>
</ref>
<ref id="B45">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Reynaldo]]></surname>
<given-names><![CDATA[Charles]]></given-names>
</name>
<name>
<surname><![CDATA[Christian]]></surname>
<given-names><![CDATA[Ryan]]></given-names>
</name>
<name>
<surname><![CDATA[Hosea]]></surname>
<given-names><![CDATA[Hansel]]></given-names>
</name>
<name>
<surname><![CDATA[Gunawan]]></surname>
<given-names><![CDATA[Alexander A. S.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Using video games to improve capabilities in decision making and cognitive skill: A literature review]]></article-title>
<source><![CDATA[Procedia Computer Science]]></source>
<year>2021</year>
<volume>179</volume>
<page-range>211-21</page-range></nlm-citation>
</ref>
<ref id="B46">
<nlm-citation citation-type="book">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Rojas Gomez]]></surname>
<given-names><![CDATA[Gerson Enrique]]></given-names>
</name>
</person-group>
<source><![CDATA[Relación entre el uso de videojuegos con los estereotipos de género y la agresividad]]></source>
<year>2022</year>
<publisher-loc><![CDATA[Lima ]]></publisher-loc>
<publisher-name><![CDATA[Pontificia Universidad Católica del Perú]]></publisher-name>
</nlm-citation>
</ref>
<ref id="B47">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Ru&#382;ic]]></surname>
<given-names><![CDATA[Ivana Medica]]></given-names>
</name>
<name>
<surname><![CDATA[Duman&#269;i&#263;]]></surname>
<given-names><![CDATA[Mario]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Gamification in Education]]></article-title>
<source><![CDATA[Informatologia]]></source>
<year>2015</year>
<volume>48</volume>
<numero>3-4</numero>
<issue>3-4</issue>
<page-range>198-204</page-range></nlm-citation>
</ref>
<ref id="B48">
<nlm-citation citation-type="book">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Saleh]]></surname>
<given-names><![CDATA[Hadi]]></given-names>
</name>
<name>
<surname><![CDATA[Nsaif]]></surname>
<given-names><![CDATA[Waseem]]></given-names>
</name>
<name>
<surname><![CDATA[Rasheed]]></surname>
<given-names><![CDATA[Laith]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Are an electronic sports phenomena will become a sport for the future? Some of opportunities and risks]]></article-title>
<source><![CDATA[The First International Scientific Conference]]></source>
<year>2018</year>
<page-range>704-15</page-range><publisher-loc><![CDATA[Diyala ]]></publisher-loc>
<publisher-name><![CDATA[Diyala University-Faculty of Physical Education and Sports Sciences]]></publisher-name>
</nlm-citation>
</ref>
<ref id="B49">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Squire]]></surname>
<given-names><![CDATA[Kurt D.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Video game-based learning: An emerging paradigm for instruction]]></article-title>
<source><![CDATA[Performance Improvement Quarterly]]></source>
<year>2013</year>
<volume>26</volume>
<numero>1</numero>
<issue>1</issue>
<page-range>101-30</page-range></nlm-citation>
</ref>
<ref id="B50">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Staude-Müller]]></surname>
<given-names><![CDATA[Frithjof]]></given-names>
</name>
<name>
<surname><![CDATA[Bliesener]]></surname>
<given-names><![CDATA[Thomas]]></given-names>
</name>
<name>
<surname><![CDATA[Luthman]]></surname>
<given-names><![CDATA[Stefanie]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Hostile and hardened? An experimental study on (de-)sensitization to violence and suffering through playing video games]]></article-title>
<source><![CDATA[Swiss Journal of Psychology]]></source>
<year>2008</year>
<volume>67</volume>
<numero>1</numero>
<issue>1</issue>
<page-range>41-50</page-range></nlm-citation>
</ref>
<ref id="B51">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Themnér]]></surname>
<given-names><![CDATA[Lotta]]></given-names>
</name>
<name>
<surname><![CDATA[Wallensteen]]></surname>
<given-names><![CDATA[Peter]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Armed conflicts, 1946-2013]]></article-title>
<source><![CDATA[Journal of Peace Research]]></source>
<year>2014</year>
<volume>51</volume>
<numero>4</numero>
<issue>4</issue>
<page-range>541-54</page-range></nlm-citation>
</ref>
<ref id="B52">
<nlm-citation citation-type="book">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Werbach]]></surname>
<given-names><![CDATA[Kevin]]></given-names>
</name>
<name>
<surname><![CDATA[Hunter]]></surname>
<given-names><![CDATA[Dan]]></given-names>
</name>
</person-group>
<source><![CDATA[The gamification toolkit: Dynamics, mechanics, and components for the win]]></source>
<year>2015</year>
<publisher-loc><![CDATA[Filadelfia ]]></publisher-loc>
<publisher-name><![CDATA[Wharton School Press]]></publisher-name>
</nlm-citation>
</ref>
<ref id="B53">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Williams]]></surname>
<given-names><![CDATA[Dimitri]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Structure and competition in the U.S. home video game industry]]></article-title>
<source><![CDATA[International Journal on Media Management]]></source>
<year>2002</year>
<volume>4</volume>
<numero>1</numero>
<issue>1</issue>
<page-range>41-54</page-range></nlm-citation>
</ref>
<ref id="B54">
<nlm-citation citation-type="journal">
<person-group person-group-type="author">
<name>
<surname><![CDATA[Zackariasson]]></surname>
<given-names><![CDATA[Peter]]></given-names>
</name>
<name>
<surname><![CDATA[Wilson]]></surname>
<given-names><![CDATA[Timothy L.]]></given-names>
</name>
</person-group>
<article-title xml:lang=""><![CDATA[Paradigm shifts in the video game industry]]></article-title>
<source><![CDATA[Competitiveness Review]]></source>
<year>2010</year>
<volume>20</volume>
<numero>2</numero>
<issue>2</issue>
<page-range>139-51</page-range></nlm-citation>
</ref>
</ref-list>
</back>
</article>
