“…While this direct link between education and the gaming industry changed as a result of the development of Internet technologies and digital play, there are still traces of these commercial relationships, especially in relation to the field's epistemological inquiries. Educational research has maintained a methodological paradigm that aims to assess the extent of implementation of video games in specific subject-matter teaching; practical and explicit skills (Ypsilanti et al, 2014;Landers & Armstrong, 2017); metacognitive and communication skills, especially within the framework of affinity groups (Gee, 2005); communities of practice (Steinkuehler & Oh, 2012) or 'epistemic' communities (Shaffer, 2007); and, more recently, the evaluation of specific educational outcomes in and out of the classroom and curriculum (Backlund & Hendrix, 2013;Alshammari, Ali, & Rosli, 2015;Eordanidis, Gee, & Steward-Gardiner, 2017;Paravizo, Chaim, Braatz, Muschard, & Rozenfeld, 2018). This line of inquiry extends beyond quantitative research into mixed methods and qualitative research.…”