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(2012). A systematic literature review of empirical evidence on computer games and serious games. \u003Cstrong>Computers e Education\u003C/strong>, 59 (2), p.661-686.\u003C/p>",{"label":51,"id":52},"\u003Cp>DAVIDSSON, O., PEITZ, J.; BJÖRK, S. (2004). \u003Cstrong>Game design patterns for mobile games\u003C/strong>. Project Rep. Nokia Research Center, Finland.\u003C/p>","8c483e2c-8b9d-404a-aaa3-b6a1c1a703ca",{"label":54,"id":55},"\u003Cp>FORTUGNO, N. (2008). The Strange Case of the Casual Gamer. IN Isbister, K. e Schafer, N (Ed.) \u003Cstrong>Game Usability\u003C/strong>: Advance from the experts for advancing the player experience. Burlington: Morgan Kaufmann Publishers.\u003C/p>","3cb5ad53-335a-474a-bc7e-b1d2a5ba9af5",{"label":57,"id":58},"\u003Cp>GEE, J. P.; MORGRIDGE, T. (2007). Being a Lion and Being a Soldier Learning and Games. In. Facer (Ed.), \u003Cstrong>Savannah\u003C/strong>: Mobile Gaming and Learning? 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Reframing the Debate. \u003Cstrong>Educational Technology\u003C/strong>, 42, 7-19.\u003C/p>","48b96d55-550b-4919-b83d-838538df51a0",{"id":72,"label":73},"47694b78-f7da-4adf-926c-d4ef80f92c78","\u003Cp>LI, M.-C.; TSAI, C.-C. (2013). Game-based learning in science education: a review of relevant research. \u003Cstrong>Journal of Science Education Technology\u003C/strong>, 22, 877-898.\u003C/p>",{"label":75,"id":76},"\u003Cp>LINEHAN, C.; KIRMAN, B.; LAWSON. S; CHAN, G. G. (2011). Practical, Appropriate, Empirically-Validated Guidelines for Designing Educational Games. \u003Cstrong>CHI 2011\u003C/strong>. Vancouver, Canada.\u003C/p>","55f36a23-04d8-4230-8135-8549f40a38cf",{"id":78,"label":79},"c63ad6ab-46e2-44a0-ba17-3bb68de574f8","\u003Cp>MARTÍNEZ TORRES, M.R.; TORAL, S.L.; BARRERO, F. (2011). Identification of the design variables of eLearning tools. \u003Cstrong>Interacting with Computers\u003C/strong>, 23 (3), pp. 279-288.\u003C/p>",{"label":81,"id":82},"\u003Cp>Mayer, R. 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