Literature. The Journal of Business Communica-
tion (1973), 34(1):99–118. https://doi.org/10.1177/
002194369703400106.
Bramble, W. J. and Panda, S., editors (2008). Economics of
Distance and Online Learning: Theory, Practice and
Research. Routledge, New York.
Chickering, A. W. and Gamson, Z. F. (1987). Seven Prin-
ciples For Good Practice in Undergraduate Education.
AAHE Bulletin, 39(7):3–7. https://www.lonestar.edu/
multimedia/sevenprinciples.pdf.
Dabbagh, N. and Bannan-Ritland, B. (2005). Online Learn-
ing: Concepts, Strategies, and Application. Pearson,
Upper Saddle River, NJ.
Dahlberg, L. (2001). Computer-Mediated Communication
and the Public Sphere: a Critical Analysis. Journal
of Computer-Mediated Communication, 7(1). https:
//doi.org/10.1111/j.1083-6101.2001.tb00137.x.
Dalziel, C., editor (1998). New Connections: A Guide
to Distance Education. Instructional Telecom-
munications Council, Washington, D.C., 2 edi-
tion. http://web.archive.org/web/20000126105830/
https://www.itcnetwork.org/definition.htm.
Deterding, S. (2012). Gamification: Designing for Moti-
vation. Interactions, 19(4):14–17. https://doi.org/10.
1145/2212877.2212883.
Editorial Team (2013). What is GBL (Game-Based
Learning)? https://www.edtechreview.in/dictionary/
what-is-game-based-learning.
European Information Society (2003). eLearning: Better
eLearning for Europe. https://www.lu.lv/materiali/
biblioteka/es/pilnieteksti/izglitiba/eLearning%20-%
20Better%20eLearning%20for%20Europe.pdf.
Fedorenko, E. H., Velychko, V. Y., Stopkin, A. V., Chorna,
A. V., and Soloviev, V. N. (2019). Informatization
of education as a pledge of the existence and devel-
opment of a modern higher education. CTE Work-
shop Proceedings, 6:20–32. https://doi.org/10.55056/
cte.366.
Hardaker, C. (2010). Trolling in asynchronous computer-
mediated communication: From user discussions to
academic definitions. Journal of Politeness Research,
6(2):215–242. https://doi.org/10.1515/jplr.2010.011.
Huang, B. and Hew, K. F. (2016). Measuring Learners’
Motivation Level in Massive Open Online Courses.
International Journal of Information and Education
Technology, 6(10):759–764. https://doi.org/10.7763/
IJIET.2016.V6.788.
Huotari, K. and Hamari, J. (2012). Defining Gamifica-
tion: A Service Marketing Perspective. In Proceed-
ing of the 16th International Academic MindTrek Con-
ference, MindTrek ’12, page 17–22, New York, NY,
USA. Association for Computing Machinery. https:
//doi.org/10.1145/2393132.2393137.
IHEP (2000). Quality On the Line: Benchmarks
for Success in Internet-Based Distance Ed-
ucation. Technical report, The Institute for
Higher Education Policy, Washington, DC.
https://www.ihep.org/wp-content/uploads/2014/
05/uploads docs pubs qualityontheline.pdf.
Im, J. H. (2006). Development of an E-Education Frame-
work. Online Journal of Distance Learning Adminis-
tration, 9(4). https://www.learntechlib.org/p/193197.
Interactive Software Federation of Europe (2022). Games
in Society.
Joinson, A. N. (2001). Self-disclosure in computer-
mediated communication: The role of self-awareness
and visual anonymity. European Journal of So-
cial Psychology, 31(2):177–192. https://onlinelibrary.
wiley.com/doi/abs/10.1002/ejsp.36.
Joosten, T. (2022). Tanya Joosten, strategic and collabora-
tive leader for innovation. https://tanyajoosten.com/.
Keller, J. and Suzuki, K. (2004). Learner motivation and E-
learning design: A multinationally validated process.
Learning, Media and Technology, 29:229–239. https:
//doi.org/10.1080/1358165042000283084.
Keller, J. M. (2010a). Motivational Design for Learn
ing and Performance: The ARCS Model Approach.
Springer, New York, NY. https://doi.org/10.1007/
978-1-4419-1250-3.
Keller, J. M. (2010b). The Instructional Materials Motiva-
tion Survey. https://learninglab.uni-due.de/file/9725/
download?token=71ZAFqWh.
Kirby, A. (2006). The Death of Postmodernism
and Beyond. Philosophy Now, 58:34–
37. https://philosophynow.org/issues/58/
The Death of Postmodernism And Beyond.
Kock, N. (2004). The Psychobiological Model: Towards
a New Theory of Computer-Mediated Communica-
tion Based on Darwinian Evolution. Organization
Science, 15(3):327–348. https://doi.org/10.1287/orsc.
1040.0071.
Luksha, P., Cubista, J., Laszlo, A., Popovich, M., Ni-
nenko, I., and participants of GEF sessions in 2014-
2017 (2018). Educational Ecosystems for Societal
Transformation. Global Education Futures Report,
Global Educational Futures. https://globaledufutures.
org/educationecosystems.
Marklund, B. B. (2015). Unpacking Digital Game-Based
Learning: The complexities of developing and us-
ing educational games. PhD thesis, University of
Sk
¨
ovde. http://www.diva-portal.org/smash/get/diva2:
891745/FULLTEXT01.pdf.
Marshall, S. (2010). A Quality Framework for Continuous
Improvement of E-learning: The E-learning Maturity
Model. International Journal of E-Learning & Dis-
tance Education / Revue internationale du e-learning
et la formation
`
a distance, 24(1):143–166.
Masoumi, D. and Lindstr
¨
om, B. (2012). Quality in e-
learning: a framework for promoting and assuring
quality in virtual institutions. Journal of Computer
Assisted Learning, 28:27–41. https://doi.org/10.1111/
j.1365-2729.2011.00440.x.
Muriel, D. and Crawford, G. (2018). Video Games As Cul-
ture: Considering the Role and Importance of Video
Games in Contemporary Society. Routledge, London.
https://doi.org/10.4324/9781315622743.
Palloff, R. and Pratt, K. (1999). Building Learning Com-
munities in Cyberspace: Effective Strategies for the
Computer-Mediated Communication and Gamification as Principal Characteristics of Sustainable Higher Education
527