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REFERENCES

Alyousef, H. S. (2006). Teaching Reading Comprehension to ESL/EF L Learners. Journal of Language and Learning Volume 5 Number 1 2006. Available from

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Cameron, L. (2001) . Teaching English to Young Lea rners. Cambridge. Cambridge University Press.

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Dempsey, J.V., Rasmussen, K., & Lucassen, B. (1996). Instructional gaming:

Implications for In- structional Technology. Proceedings of the Annual Meeting

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Fisher, S. (1994). Identifying video game addiction in children and adolescents.

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Fritts, J. (2013). Computer and Video Game Genres. Available from

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Gee, J. P. (2003). What videogames have to teach us about learning and literacy. New

York: Palgrave Macmillan

Gentile, D. A. (2009). Pathological video game use among youth 8 to 18: A national

study. Psychological Science, 20, 594–602.

Gentile, D. A. (2011). The Multiple Dimensions of Video Game Effects. Iowa State

University. Available from

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Radboud University Nijmegen. Available from

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Gray, W. S. (1960). The Major Aspects of Reading. Chicago: Chicago University Press.

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Hitchens, M. and Drachen, A., 2009. The Many Faces of Role-Playing Games.

International Journal of Role-Playing, [e-journal] 1 (1), pp. 3-21. Available at: http://marinkacopier.nl/ijrp/wpcontent/uploads/2009/01/hitchens_drachen_the_

many_faces_of_rpgs.pdf

Ip, B., Jacobs, G. & Watkins, A. (2008). Gaming frequency and academic

performance. Australa sian Journal of Educational Technology, 24(4), 355-373. Available from http://www.ascilite.org.au/ajet/ajet24/ip.html

Johnson, D, Jones, C, Scholes, L & Carras, M (2013). Videogames and Wellbeing, Young and Well Cooperative Research Centre. Melbourne.

Kirsh, S. (2003). The effects of violent video games on adolescents: The overlooked influence of development. Aggression and Violent Behavior, 8, 377-389.

Klingner, Janette, K., Sharon, V., and Alison, B. (2007). Teaching Reading Comprehension to Students with Learning Difficulties. New York. The Guilford Press.

Mackay, D. (2001). The F antasy Role-Playing Game: A New Performing Art” . McFarland.

McGinnis, Dorothy J. Smith, Dorothy E. (1982). Analyzing and Treating Reading P roblems. New York: McMillan Publishing Co. Inc

Mikulecky, B. (2008). Teaching Reading in a Second Language. Available from http://www.longmanhomeusa.com/content/FINAL-LO%20RES-Mikulecky

Reading%20Monograph%20.pdf

Mitchell, A., & Smith, C. (2004). The use of computer and video games for learning:

A review of the literature. Available from

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Prensky, M. Digital Natives, Digital Immigrants. On the Horizon (MCB University Press, Vol. 9 No. 5, October 2001).

Prot, S., Mcdonald, K. A., Anderson, C. A. and Gentile, D. A. (2012). Video Game:

Good, Bad, or other. Available from

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Randel, J.M., Morris, B., Wetzel, C., & Whitehill, B. (1992). The effectiveness of games for edu- cational purposes: A review of recent research. Simulation & Gaming, 23(3), 261.

Ruddell, R. B., Ruddell, M. R., & Singer, H. (1994). Theoretical Models and

P rocesses of Reading. Newark, DE: International Reading Association.

Salguero, T., and Moran, B. (2002). Measur ing problem video game playing in adolescents. Addiction, 97, 1601–1606.

Shapiro, J, (2013). New Resea rch Emphasizes Gaming's P ositive Impact on

P sychologica l Development. Available from

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Solomon, N., Hood, S., and Burns, A. (1996). Focus on Reading; New Edition. Sydney: National Centre for English Language Teaching and Research.

Steinkuehler, C., Compton-Lilly, C. and King, E. (2010). Reading in the Context of Online Games. University of Wisconsin-Madison. Available from

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Tinker, Miles Albert & McCullough, Constance Mary, 1912-, (joint author.) (1975).

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