. For example, Klopfer et al. in Moving Games Forward: Obstacles,
Opportunities, & Openness [41] provide a conceptual path for educators and organizations interested in fostering the development
of games for learning purposes. They make ‘‘a case for learning games grounded in the principles of good fun and
good learning’’ (p. 1) and devote their efforts to motivating and informing educators and researchers who want to constructively
participate, as creators and consumers, in the gaming domain.