“…Our analysis of academic studies that describes the end-user development of digital games obtained similar results. In particular, young Anglophone students (normally children and teenagers attending elementary and high schools in the United Stated of America; for instance, in [1,5,6,7,9,17,18,21,22,24,26,29,32,34,35,36,41,45,47,48,54,57]) seem to be most often the intended audience for the design and evaluation of game creation strategies. Modder (people who modify their favourite games) communities were the second most common audience (for instance, in [42,43,55]).…”