How to avoid edutainment and use real, commercial games for learning instead: A study of Grand Theft Auto IV and the learning effect of ludo-narrative dissonance

Research output: Chapter in Book/Report/Conference proceedingBook chapterResearchpeer-review

Original languageEnglish
Title of host publicationDigital Technologies and Learning (working title)
EditorsAndrea Valente
PublisherIGI global
Publication statusIn preparation - 2017

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