“…Several researchers have identified the efficacy of DGBL in classrooms (for example : Clark, Tanner-Smith, & Killingsworth, 2016;Condie & Simpson, 2004;Erhel & Jamet, 2013;Groff, Howells, & Cranmer, 2010;Main & O'Rourke, 2011;Miller & Robertson, 2009, 2011. However, researchers also found scepticism among academics and practitioners that using digital games (particularly those normally associated with leisure activities) is worth the time and financial investment (Bennet, Maton, & Kervin, 2008;Logie & Della Sala, 2010;Sardone & Devlin-Scherer, 2010), especially when more traditional approaches could be just as successful (Prensky, 2001).…”