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For years, playing games, even without connection to a specific educational content has been considered one of the fundamental forms of learning (Huizinga, 1949) and is therefore not surprising that games are closely linked to intrinsic educational experiences. Game based learning typically requires at some degree that the student understands the game mechanics and rules and thus before getting involved with the learning process itself, the student must learn how to play the game first (Peirce & Wade, 2010). In the case of casual games (also known as 'games for the rest of us') this requirement does not apply, as the simple and familiar mechanism of the game itself is usually well known long before its transition to the electronic medium (i.e., games like Snakes and Ladders, Crossword puzzles or Hangman), allowing the player to play almost immediately, bypassing the initial stage of learning the game.




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