process or learning, and 3) the time organization of
the subject matter.
REFERENCES
Adam, B., 2000. The Temporal Gaze: the Challenge for
Social Theory in the Context of GM Food. British
Journal of Sociology, 51(1), pp.125–142.
Adam, B., 1990. Time and Social Theory, Polity.
Cambridge.
Bateson, G., 1972. Steps to an Ecology of Mind, Ballantine
Books. New York.
Chen, J., 2007. Flow in Games (and Everything Else).
Communications of the ACM, 50(4), p.31.
Consalvo, M., 2009. There is No Magic Circle. Games
and Culture, 4(4), pp.408–417.
Eagle, M. & Barnes, T., 2008. Wu’s castle: teaching
arrays and loops in a game. In SIGCSE Bull. ACM,
pp. 245–249.
Flaherty, M. G., 2003. Time Work: Customizing Temporal
Experience. Social Psychology Quarterly, 66(1),
pp.17–33.
Gee, J.P. 2003., What Video Games have to Teach Us
about Learning and Literacy. Palgrave Macmillan.
New York, NY.
Groves, J. M., Ho, W.-Y. & Siu, K., 2011. Youth Studies
and Timescapes: Insights From an Ethnographic Study
of “Young Night Drifters” in Hong Kong’s Public
Housing Estates . Youth & Society, Online, pp.1–19.
Hicks, A., 2010. Towards social gaming methods for
improving game-based computer science education. In
Proceedings of the Fifth International Conference on
the Foundations of Digital Games FDG 10, pp.259–
261.
Hill, J. M. D. et al., 2003. Puzzles and games: addressing
different learning styles in teaching operating systems
concepts. SIGCSE Bull, 35(1), pp.182–186.
Himanen, P., 2001. The Hacker Ethic and the Spirit of the
Information Age, Random House. New York.
Hitlin, S. & Elder, G. H., 2007. Time, Self, and the
Curiously Abstract Concept of Agency. Sociological
Theory, 25(2), pp.170–191.
Juul, J., 2004. Introduction to Game Time, MIT Press.
Available at: http://www.electronicbookreview.com/
thread/firstperson/teleport.
Leong, B., Koh, Z. H. & Razeen, A., s.a. Teaching
Introductory Programming as an Online Game.
Available at: http://www.comp.nus.edu.sg/~bleong/
teaching/teaching-online-game.pdf [Accessed June 20,
2012].
Levine, M. R., 2003. Times, Theories and Practices in
Social Psychology. Theory & Psychology, 13(1),
pp.53–72.
Levy, S., 1984. Hackers, Heroes of the Computer
Revolution, Anchor Press / Doubleday. Garden City,
NY.
Maragos, K. & Grigoriadou, M., 2007. Designing an
Educational Online Multiplayer Game for Learning
Programming. In Informatics Education Europe II
Conference. SEERC, pp. 322–331.
Mercer, N., 2008. The Seeds of Time: Why Classroom
Dialogue Needs a Temporal Analysis.
Journal of the
Learning Sciences, 17(1), pp.33–59.
Prensky, M., 2001. Digital game-based learning,
McGraw-Hill. New York.
Rughiniș, R., 2012. Serious Games as Input versus
Modulation: Different Evaluations of Utility. In
Proceedings of the BCS HCI 2012, BISL, pp. 175-
184.
Roth, W.-M., Tobin, K. & Ritchie, S. M., 2008. Time and
Temporality as Mediators of Science Learning.
Science Education, 92(1), pp.115–140.
Steinkuehler, C., 2006. The Mangle of Play. Games and
Culture, 1(3), pp.199–213.
Too, L. & Harvey, M., 2009. Accommodating
“Accelerating” Time: The Use of Timescapes in
Corporate Real Estate Strategies. Journal of Corporate
Real Estate, 11(3), pp.158–168.
Trăușan-Matu, Ș., Posea, V., Rebedea, T., and Chiru, C.,
2009. Using the Social Web to Supplement Classical
Learning. Advances in Web-Based Learning – ICWL
2009, 5686: 386-389.
Tychsen, A. & Hitchens, M., 2008. Game Time: Modeling
and Analyzing Time in Multiplayer and Massively
Multiplayer Games. Games and Culture, 4(2), pp.170–
201.
Van Meurs, R., 2011. And Then You Wait: The Issue of
Dead Time in Social Network Games. In Think Design
Play DiGRA Conference. Utrecht School of the Arts,
pp. 1–12.
Wajcman, J., 2008. Life in the fast lane? Towards a
sociology of technology and time. The British journal
of sociology, 59(1), pp.59–77.
Whitson, J. R. & Dormann, C., 2011. Social gaming for
change: Facebook unleashed. First Monday, 16(10).
Available at: http://firstmonday.org/.
Yee, N., 2006. Motivations for Play in Online Games.
Cyberpsychology and Behavior, 9(6), pp.772–775.
Yoon, I. et al., 2011. Educational Multiuser Online Game:
“debugger” game for Introductory Computer Science
Class. Available at: http://world-comp.org/
p2011/FEC4464.pdf [Accessed June 14, 2012].
Zagal, J. P. & Mateas, M., 2010. Time in Video Games: A
Survey and Analysis. Simulation & Gaming, 41(6),
pp.844–868.
TimeasaHeuristicinSeriousGamesforEducation
585