ARNAB S, 2017, BRIT J EDUC TECHNOL, V48, P279, DOI 10.1111/BJET.12377;ARNAB S, 2015, BRIT J EDUC TECHNOL, V46, P391, DOI 10.1111/BJET.12113;BARANOWSKI T., 2016, GAMEHLTH J, V5;BOYLE E. A., 2017, INFORMAL LEARNING PE, P21;BOYLE EA, 2016, COMPUT EDUC, V94, P178, DOI 10.1016/J.COMPEDU.2015.11.003;BROWN D., 2013, LECT NOTES COMPUTER, V8011;BUELL S, 2016, J INTELL DISABIL RES, V60, P645;CANO AR, 2016, IEEE INT CONF ADV LE, P125, DOI 10.1109/ICALT.2016.46;CASEIRO R, 2011, IEEE I CONF COMP VIS, P1, DOI 10.1109/ICCV.2011.6126218;CSIKSZENTMIHALYI M., 1993, J OCCUP SCI, V1, P38, DOI 10.1080/14427591.1993.9686377, DOI 10.1080/14427591.1993.9686377;DARCY S, 2016, DISABIL SOC, V31, P497, DOI 10.1080/09687599.2016.1179172;DE FREITAS S, 2006, COMPUT EDUC, V46, P249, DOI 10.1016/J.COMPEDU.2005.11.007;DECI EL, 2008, CAN PSYCHOL, V49, P182, DOI 10.1037/A0012801;DONDLINGER M., 2007, J APPL ED TECHNOLOGY, V4, P21;FERGUSON M, 2011, BRIT J LEARN DISABIL, V39, P73, DOI 10.1111/J.1468-3156.2010.00620.X;FRIDENSON-HAYO S, 2017, EUR CHILD ADOLES PSY, V26, P979, DOI 10.1007/S00787-017-0968-0;GARRIS R., 2002, SIMULATION & GAMING, V33, P441, DOI 10.1177/1046878102238607;GODDEN DR, 1975, BRIT J PSYCHOL, V66, P325, DOI 10.1111/J.2044-8295.1975.TB01468.X;GROSSARD C, 2017, COMPUT EDUC, V113, P195, DOI 10.1016/J.COMPEDU.2017.05.002;HARRIS J, 2010, DISABIL SOC, V25, P427, DOI 10.1080/09687591003755815;HERSH MA, 2013, STUDENT USABILITY IN EDUCATIONAL SOFTWARE AND GAMES: IMPROVING EXPERIENCES, P1, DOI 10.4018/978-1-4666-1987-6.CH0011, 10.1155/2013/405876;HOFSTEDE G., 1997, CULTURES ORG SOFTWAR;INTERNATIONAL ORGANIZATION FOR STANDARDIZATION, 2017, 9241111998EN ISO;JHANGIANI I., 2007, MOBILITY 07 P 4 INT, P512;JIMENEZ MR, 2015, LIFE SPAN DISABIL, V18, P147;KELLEY C, 2017, DIS'17: PROCEEDINGS OF THE 2017 ACM CONFERENCE ON DESIGNING INTERACTIVE SYSTEMS, P69, DOI 10.1145/3064663.3064721;KWON J, 2016, COMPUT EDUC, V95, P328, DOI 10.1016/J.COMPEDU.2016.02.001;MCGONIGAL, 2011, REALITY IS BROKEN WH;NOOR M., 2012, P WORLD ACAD SCI ENG, P554;POLITIS Y., 2017, INT J SG, V4;PRENSKY M., 2001, DIGITAL GAME BASED L, V5, P11;PROCCI K., 2012, COMPUTER TECHNOLOGY, V3, P315;RAMSAY J., 2017, MOBILE LEARNING STUD, P165;RYAN RM, 2006, MOTIV EMOTION, V30, P347, DOI 10.1007/S11031-006-9051-8;SHEEHAN R, 2017, EVID-BASED MENT HEAL, V20, P107, DOI 10.1136/EB-2017-102759;SHERRY JL, 2006, LEA COMMUN SER, P213;TERRAS M. M., 2017, SAGE RES METHODS CAS, V2;TERRAS MM, 2012, BRIT J EDUC TECHNOL, V43, P820, DOI 10.1111/J.1467-8535.2012.01362.X;TOME RM, 2014, LECT NOTES COMPUT SC, V8778, P34, DOI 10.1007/978-3-319-11623-5_4;TORRENTE J, 2014, COMPUT SCI INF SYST, V11, P369, DOI 10.2298/CSIS121209013T;TSIKINAS S, 2016, PROC EUR CONF GAME, P696;USORO I, 2016, PROC EUR CONF GAME, P704;WAIGHT M, 2016, BRIT J LEARN DISABIL, V44, P122, DOI 10.1111/BLD.12119;WILSON A, 2017, TEACH HIGH EDUC, V22, P991, DOI 10.1080/13562517.2017.1332026;WOIKE BA, 2009, J RES PERS, V43, P39, DOI 10.1016/J.JRP.2008.10.009;ZAKARI HM, 2014, LECT NOTES COMPUT SC, V8778, P93, DOI 10.1007/978-3-319-11623-5_9