Table of Contents

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Bibliography

For the time being, I have simply copied my thesis bibliography, which I will edit as time allows.

A

<style left> <BOOKMARK:abt_1970> Abt, C. C. (1970). Serious games. New York,: Viking Press.

<BOOKMARK:aldr2004> Aldrich, C. (2004). Simulations and the Future of Learning: An Innovative (and Perhaps Revolutionary) Approach to e-Learning (Hardcover ed.). San Fransisco, CA: John Wiley & Sons, Ltd.

<BOOKMARK:aldr2005> Aldrich, C. (2005). Learning by doing : a comprehensive guide to simulations, computer games, and pedagogy in e-learning and other educational experiences. San Francisco, Calif.: Pfeiffer.

<BOOKMARK:ales2001> Alessi, S. M., & Trollip, S. R. (2001). Multimedia for learning : methods and development (3rd ed.). Boston: Allyn and Bacon.

<BOOKMARK:alle2005> Allen, J. P., & Kim, J. (2005). IT and the video game industry: tensions and mutual shaping. Journal of Inforamtion Technology, 20(4), 234-244.

<BOOKMARK:amor1999> Amory, A., Naicker, K., Vincent, J., & Adams, C. (1999). The Use of Computer Games as an Educational Tool: Identification of Appropriate Game Types and Game Elements. British Journal of Educational Technology, 30(4), 311-321.

<BOOKMARK:amor2003> Amory, A., & Seagram, R. (2003). Educational Game Models: Conceptualization and Evaluation. South African Journal of Higher Education, 17(2), 206 - 217. pdf

<BOOKMARK:angl1995> Anglin, G. J. (1995). Instructional technology : past, present, and future (2nd ed.). Englewood, Colo.: Libraries Unlimited.

<BOOKMARK:arms2000> Armstrong, T., & Association for Supervision and Curriculum Development. (2000). Multiple intelligences in the classroom (2nd ed.). Alexandria, Va.: Association for Supervision and Curriculum Development.

<BOOKMARK:aron1999> Aronson, D. T., & Briggs, L. J. (1999). Contributions of Gagné and Briggs to a Prescriptive Model of Instruction. In C. M. Reigeluth (Ed.), Instructional-Design Theories and Models (pp. 75-100). Hillsdale, N.J.: Erlbaum.

<BOOKMARK:au2004> Au, W.J. (2004) A Lever to Move the Mind, Second Life Blog Sept, 2004 http://secondlife.blogs.com/nwn/2004/09/in_the_minds_ey.html

<BOOKMARK:ausu1978> Ausubel, D. P., Hanesian, H., & Novak, J. D. (1978). Educational psychology : a cognitive view (2d ed.). New York: Holt, Rinehart and Winston.

</style> ====== B ====== <style left> <BOOKMARK:bala2005> Balasubramanian, Nathan and Wilson, Brent G. (2005) Games and Simulations, Society for Information Technology and Teacher Education, AACE pdf publication

<BOOKMARK:band1961> Bandura, A., Ross, D., & Ross, S. A. (1961). Transmission of aggression through imitation of aggressive models. Journal of Abnormal And Social Psychology, Nov.(63), 575-582. online version

<BOOKMARK:bart1996> Bartle, R. (1996). Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs, Journal of Virtual Environments (Vol. 1). http://www.brandeis.edu/pubs/jove/HTML/v1/bartle.html

<BOOKMARK:bart2004> Bartle, R. A. (2004). Designing virtual worlds. Indianapolis, Ind.: New Riders Pub. Book Site

<BOOKMARK:beav2002> Beavers, S. L. (2002). The West Wing as a Pedagogical Tool. PS: Political Science & Politics, 35(2), 213-216.

<BOOKMARK:beck2004> Beck, J. C., & Wade, M. (2004). Got Game: How the Gamer Generation Is Reshaping Business Forever: Harvard Business School Press. Book Site

<BOOKMARK:berg2006> Bergeron, B. P. (2006). Developing serious games. Hingham, Mass.: Charles River Media.

</style> ===== Becker ===== <style left> <BOOKMARK:beck2001a> Becker, K. (2001). Teaching with games: the Minesweeper and Asteroids experience. Journal of Computing in Small Colleges, 17(2), 23-33. html document

<BOOKMARK:beck2005a> Becker, K., & Parker, J. R. (2005a). All I Ever Needed to Know About Programming, I Learned From Re-writing Classic Arcade Games. Paper presented at the Future Play, The International Conference on the Future of Game Design and Technology, Michigan State University, East Lansing, Michigan, October 13-15 2005pdf document

<BOOKMARK:beck2005b> Becker, K. (2005b). Are You Game? The Future of Learning With Technology. Workshop presented at the The 32nd AMTEC Conference “Powering Up New Learning Communities”. from pdf document

<BOOKMARK:beck2005d> Becker, K. (2005d). Games and Learning Styles. Paper presented at the Special Session on Computer Games for Learning and Teaching, at the The IASTED International Conference on Education and Technology ~ICET 2005~, Calgary, Alberta, Canada, July 4-6, 2005 pdf document

<BOOKMARK:beck2005e> Becker, K., & Jacobsen, D. M. (2005e). Games for Learning: Are Schools Ready for What's to Come? Paper presented at the DiGRA 2005 2nd International Conference, “Changing Views: Worlds in Play”, Vancouver, B.C., June 16-20, 2005 pdf document

<BOOKMARK:beck2005f> Becker, K. (2005f). How Are Games Educational? Learning Theories Embodied in Games. Paper presented at the DiGRA 2005 2nd International Conference, “Changing Views: Worlds in Play”, Vancouver, B.C., June 16-20, 2005 pdf document

<BOOKMARK:beck2006a> Becker, K. (2006a). Classifying Learning Objectives in Commercial Video Games. Paper presented at the Summer 2006 Institute - Linking Research to Professional Practice. pdf document

<BOOKMARK:beck2006b> Becker, K. (2006b). Design Paradox: Instructional Games. Paper presented at the Future Play, The International Conference on the Future of Game Design and Technology, The University of Western Ontario, London, Ontario, Canada, October 10 - 12 2006 pdf document

<BOOKMARK:beck2006c> Becker, K., & Parker, J. R. (2006c). Digital Games vs Simulations. Paper presented at the 2006 SCS International Conference on Modeling and Simulation - Methodology, Tools, Software Applications (M&S-MTSA'06) pdf document

<BOOKMARK:beck2006d> Becker, K. (2006d). Pedagogy in Commercial Video Games. In D. Gibson, C. Aldrich & M. Prensky (Eds.), Games and Simulations in Online Learning: Research and Development Frameworks: Idea Group Inc.

<BOOKMARK:beck2006e> Becker, K. (2006e) A Psycho-Cultural Approach to Video Games, Canadian Games Study Association Symposium September 21-24, 2006, York University, Toronto pdf document

<BOOKMARK:beck2007a> Becker, K. (2007a). Digital Game Based Learning, Once Removed: Teaching Teachers. BRITISH JOURNAL OF EDUCATIONAL TECHNOLOGY, SIG-GLUE Special Issue on Game-Based Learning 2007, 38(3), 478-488.

<BOOKMARK:beck2007b> Becker, K. (2007b). Classifying Learning Objectives in Commercial Games, Loading… Journal of the Canadian Games Study Association 2007 Vol.1 No.1. journal site Also published as: <BOOKMARK:beck2006b> Becker, K. (2006). Classifying Learning Objectives in Commercial Video Games: Proof of Concept. Paper presented at the Canadian Games Studies Association Symposium, York, University, Toronto, Ontario, Sept 21-24. pdf document

<BOOKMARK:beck2007c> Becker, K. and J. R. Parker, (2007c). Serious Games + Computer Science = Serious CS, The Journal of Computing Science in Colleges Volume 23, Number ?, pp ?? Consortium for Computing Science in Colleges Northwest Conference, to be presented at the CCSC-NW conference McMinnville, Oregon, October 12 and 13, 2007.

<BOOKMARK:beck2007d> Becker, K. (2007d). Wicked ID: A Conceptual Framework for Considering Instructional Design as a Wicked Problem, Canadian Journal of Learning Technology 2007, Vol. 33 #1 pp.85-108 http://www.cjlt.ca/content/vol33.1/index.html

<BOOKMARK:beck2007e> Becker, K. (2007e). Pedagogy in Commercial Video Games, Book Chapter (Vol 1. Ch 34), in Online and Distance Learning: Concepts, Methodologies, Tools and Applications edited by Dr. Lawrence Tomei, Information Science Reference (previously published in Games and Simulations in Online Learning: Research and Development Frameworks, Information Science Publishing edited by David Gibson, Clark Aldrich and Marc Prensky 2006 (Ch. 2 p.21-47) http://www.igi-pub.com/ )

<BOOKMARK:beck2007f> Becker, K. (2007f). Teaching Teachers about Serious Games, Proceedings of the 19th Annual World Conference on Educational Multimedia, Hypermedia & Telecommunications (ED-MEDIA), 2007, Vancouver, Canada, June 25- June 29, 2007 pdf document

<BOOKMARK:beck2007g> Becker, K. (2007g). Battle of the Titans: Mario vs. MathBlaster, Proceedings of the 19th Annual World Conference on Educational Multimedia, Hypermedia & Telecommunications (ED-MEDIA), 2007, Vancouver, Canada, June 25- June 29, 2007 pdf document

<BOOKMARK:beck2007h> Becker, K. (2007h). Play is the Beginning of Knowledge, Proceedings of the 19th Annual World Conference on Educational Multimedia, Hypermedia & Telecommunications (ED-MEDIA), 2007, Vancouver, Canada, June 25- June 29, 2007 pdf document

<BOOKMARK:beck2007i> Becker, K. (2007i). Instructional Ethology: Reverse Engineering for Serious Design of Educational Games, proceedings of Futureplay 2007 [page numbers to come] Toronto, Canada, November 15-17, 2007

<BOOKMARK:beck2007j> Becker, K. (2007j). Oh, the Thinks You Can Think: Language Barriers in Serious Game Design, proceedings of Futureplay 2007 [page numbers to come] Toronto, Canada, November 15-17, 2007

<BOOKMARK:beck2008b> Becker, K. (2008b). Video Game Pedagogy: Good Games = Good Pedagogy. In C. T. Miller (Ed.), Games: Their Purpose and Potential in Education (in press) Springer Publishing.

<BOOKMARK:beck2008c> <BOOKMARK:beck2008> Becker, K. and Parker, J.R., (2008) On Choosing Games And What Counts as a “Good” Game, Book Chapter (accepted), in Handbook of Research on Effective Electronic Gaming in Education edited by Richard Ferdig, Information Science Reference, IGI GLobal Publishing

</style> ===== after Becker ===== <style left> <BOOKMARK:bloo1964> Bloom, B. S. (1964). Taxonomy of educational objectives; the classification of educational goals, by a committee of college and university examiners. New York,: D. McKay.

<BOOKMARK:bogo2004> Bogost, I. S. (2004). Unit operations: Criticism after literature. Unpublished Doctoral Dissertation, University of California, Los Angeles

<BOOKMARK:bogo2006> Bogost, I. (2006). Unit operations : an approach to videogame criticism. Cambridge, Mass.: MIT Press.

<BOOKMARK:bogo2007> Bogost, I. (2007). Persuasive games : the expressive power of videogames. Cambridge, MA: MIT Press Book Site, sort of.

<BOOKMARK:bord1781> Borda, J.-C. (1781). Memoire sur les elections au scrutiny. Histoire de l'Academie Royale des Sciences.

<BOOKMARK:boye2006> Boyer, B. (2006). Survey: Game Score-to-Sale Theory Again Disproven. Retrieved Nov. 14 2006, from http://www.gamasutra.com/php-bin/news_index.php?story=10924.

<BOOKMARK:brow1989> Brown, J. S., Collins, A., & Duguid, P. (1989). Situated Learning and the Culture of Learning. Education Researcher, 18(1), 32-42. http://www.slofi.com/Situated_Learning.htm

<BOOKMARK:brow1999> Brown, J. S. (1999). Learning, Working & Playing in the Digital Age, Conference on Higher Education of the American Association for Higher Education. http://serendip.brynmawr.edu/sci_edu/seelybrown/

<BOOKMARK:brow2000> Brown, J. S., & Duguid, P. (2000). The social life of information. Boston: Harvard Business School Press.

<BOOKMARK:brow2001> Brown, J. S., Denning, S., Groh, K., & Prusak, L. (2001). Storytelling: Passport to the 21st Century. Retrieved June 30 2004, 2004, from http://www.creatingthe21stcentury.org/Intro0-table.html

<BOOKMARK:bruc1996> Bruckman, A., & Resnick, M. (1996). The MediaMOO Project: Constructionism and Professional Community. In Y. B. Kafai & M. Resnick (Eds.), Constructionism in practice : designing, thinking, and learning in a digital world (pp. xii, 339). Mahwah, N.J.: Lawrence Erlbaum Associates.

<BOOKMARK:brun1960> Bruner, J. S. (1960). The process of education. Cambridge,: Harvard University Press.

<BOOKMARK:brun1966> Bruner, J. S. (1966). Toward a theory of instruction. Cambridge, Mass.: Harvard University Press.

<BOOKMARK:brun1996> Bruner, J. S. (1996). The culture of education. Cambridge: Harvard University Press.

<BOOKMARK:brya2006> Bryant, Dave (2006) The Uncanny Valley: Why are monster-movie zombies so horrifying and talking animals so fascinating? http://www.arclight.net/~pdb/nonfiction/uncanny-valley.html
<BOOKMARK:budg2004> Budgen, D. (2003). Software design (2nd ed.). New York: Addison-Wesley.

<BOOKMARK:buch2006> Buchanan, K. (2006). Beyond Attention-Getters: Designing for Deep Engagement Unpublished PhD, Michigan State University, PDF document.

<BOOKMARK:buck2004> Buckingham, D., & Scanlon, M. (2004). Connecting the family? 'Edutainment' web sites and learning in the home. Education, Communication & Information 4.

<BOOKMARK:buck2004b> Buckingham, D. (2004b). 'The Other Teachers' - How do Children Learn from TV and New Media? [Conference address], Beyond the Blackboard Conference. Cambridge, UK: Robinson College. pdf document

<BOOKMARK:byrn1992> Byrne, E. J. (1992). A Conceptual Foundation for Software Re-engineering. Proceedings of the International Conference on Software Maintenance, Orlando, FL, USA, 9-12 Nov 1992, p. 326-335.

</style> ====== C ====== <style left> <BOOKMARK:cail1961> Caillois, R. (1961). Man, play, and games. [New York]: Free Press of Glencoe.

<BOOKMARK:calv1913> Calvocoressi, M. D. (1913). Maurice Ravel. The Musical Times, 54(850), 785-787.

<BOOKMARK:caro2006> Carolipio, Redmond (2006) Playing with purpose: Video games are tackling serious issues like never before – 6/22/2006 12:00 AM http://www.sbsun.com/entertainment/ci_3962861

<BOOKMARK:cast1999> Cassell, J., & Jenkins, H. (Eds.). (1999). From Barbie to mortal Kombat: Gender and Computer Games. Cambridge, Mass.: MIT Press.

<BOOKMARK:chik1990a> Chikofsky, E., J., & Cross, J. H., II;. (1990). Reverse engineering and design recovery: a taxonomy. Software, IEEE, 7(1), 13 - 17.

<BOOKMARK:clar1983> Clark, R. E. (1983). Reconsidering Research on Learning from Media. Review of Educational Research, 53(4), 445-459.

<BOOKMARK:clar2001> Clark, R. E. (2001). Learning from media : arguments, analysis, and evidence. Greenwich, Conn.: Information Age Pub.

<BOOKMARK:clar2007> Clark, R. E. (2007). Learning from Serious Games?Arguments, Evidence, and Research Suggestions. EDUCATIONAL TECHNOLOGY, May-June 2007, 56-59.

<BOOKMARK:craw1982> Crawford, C. The Art of Computer Game Design, 1982. http://www.vancouver.wsu.edu/fac/peabody/game-book/Coverpage.html

<BOOKMARK:craw2002> Crawford, C. (2002). The Art of Interactive Design, No Starch Press

<BOOKMARK:craw2003> Crawford, C. (2003). Chris Crawford on game design. Indianapolis, Ind.: New Riders.

<BOOKMARK:craw2004> Crawford, C. (2004). Chris Crawford on Interactive Storytelling, New Riders Games.

<BOOKMARK:cros2005> Crosbie, W. (2005). Instructional Design does not equal Game Design - Lessons learned in delivering a course in game design and education. Paper presented at the World Conference on Educational Multimedia, Hypermedia and Telecommunications 2005, Chesapeake, VA.

<BOOKMARK:csik1991> Csikszentmihalyi, M. (1991). Flow : the psychology of optimal experience. New York: HarperPerennial.

<BOOKMARK:cub1986> Cuban, L. (1986). Teachers and machines : the classroom use of technology since 1920. New York: Teachers College Press.

</style> ====== D ====== <style left> <BOOKMARK:dave1970> Dave, R.H. (1970) Developing and writing educational objectives Psychomotor levels pp. 33-34.

<BOOKMARK:degr1990> DeGrace, P., & Stahl, L. H. (1990). Wicked problems, righteous solutions : a catalogue of modern software engineering paradigms. Englewood Cliffs, N.J.: Yourdon Press.

<BOOKMARK:delg2001> Delgado-Rodríguez, M. (2001). Glossary on meta-analysis. Journal of Epidemiology and Community Health, 55, 534-536. http://jech.bmj.com/cgi/content/full/55/8/534

<BOOKMARK:dewe1897> Dewey, J. (1897). My Pedagogic Creed. The School Journal, LIV(3), 77-80.

<BOOKMARK:dewe1900> Dewey, J. (1900). Psychology and Social Practice. The Psychological Review, 7, 105-124.

<BOOKMARK:dick2005a> Dickey, M. D. (2005). Engaging by design: How engagement strategies in popular computer and video games can inform instructional design. Educational Technology Research and Development, 53(2), 67-83.

<BOOKMARK:dill1998> Dill, K., & Dill, J. (1998). Video game violence: A review of the empirical literature. Aggression and Violent Behavior, 3, 407-428.

<BOOKMARK:din_2001> Din, F. S., & Calao, J. (2001). The effects of playing educational video games on kindergarten achievement. Child Study Journal, 31(1), 95-102.

<BOOKMARK:dobs2005> Dobson, M., Ha, D., Mulligan, D., & Ciavarro, C. (2005). From real-world data to game world experience: Social analysis methods for developing plausible & engaging learning games. Paper presented at the DiGRA 2005 2nd International Conference, “Changing Views: Worlds in Play”, Vancouver, B.C., June 16-20, 2005 pdf

<BOOKMARK:dobs2006> Dobson, J. (2006). Survey: 'Word Of Mouth' Most Important For Game Buyers [Electronic Version]. Gamasutra, 2006. Retrieved Nov. 14 2006 from http://www.mi6conference.com/Magid_MI6.pdf.

<BOOKMARK:dona1991> Donald, M. (1991). Origins of the modern mind : three stages in the evolution of culture and cognition. Cambridge, Mass.: Harvard University Press.

<BOOKMARK:dona2001> Donald, M. (2001). A mind so rare : the evolution of human consciousness (1st ed.). New York: W.W. Norton.

<BOOKMARK:dorm2006> Dormann, C., & Biddle, R. (2006). Humour in game-based learning. Learning, Media & Technology, Special Issue: Digital Games and Learning, 31(4), 411 - 424.

<BOOKMARK:duff1993> Duffy, T. M., Lowyck, J., & Jonassen, D. H. (1993). Designing environments for constructive learning. Berlin ; New York: Springer-Verlag.

<BOOKMARK:duff1996> Duffy, T. M., & Cunningham, D. J. (1996). Constructivism: Implications for the design and delivery of instruction. In D. H. Jonassen (Ed.), Educational communications and technology (pp. 170-199). New York: Simon & Schuster Macmillan.
</style> ====== E, F ====== <style left> <BOOKMARK:eagl2006> Eagleson, A. (2006). Animal Crossing Wild World Game Walkthrough [Electronic Version]. Retrieved December 12, 2006 from http://db.gamefaqs.com/portable/ds/file/animal_crossing_ww_d.txt.

<BOOKMARK:egan2002> Egan, K. (2002). Getting it wrong from the beginning : our progressivist inheritance from Herbert Spencer, John Dewey, and Jean Piaget. New Haven: Yale University Press.

<BOOKMARK:egen2004> Egenfeldt-Nielsen , S. (2004, 27-04-2004). A starting point for studying computer games: misconceptions flourishing among students approaching computer game studies. Retrieved Jan 22, 2005, from http://www.digra.org/article.php?story=20040429200521797

<BOOKMARK:egen2005> <BOOKMARK:egen2005a> Egenfeldt-Nielsen, S. (2005). Beyond Edutainment: Exploring the Educational Potential of Computer Games. Unpublished PhD, IT University Copenhagen, Copenhagen. http://game-research.com/art_educational_games.asp

<BOOKMARK:elli2002a> Elliott, A. M. (2002). Computational support for sketching and image sorting during the early phase of architectural design. Unpublished PhD, University of California at Berkeley. http://www.ischool.berkeley.edu/~ame/dissertation/PDFs/downloads.html

<BOOKMARK:elli2006> Ellis, H., Heppell, S., Kirriemuir, J., Krotoski, A., & McFarlane, A. (2006). Unlimited Learning: The role of computer and video games in the learning landscape [Electronic Version]. Retrieved Dec. 10, 2006 from http://www.elspa.com/assets/files/u/unlimitedlearningtheroleofcomputerandvideogamesint_344.pdf.

<BOOKMARK:engs1987> Engeström, Y. (1987). Learning by expanding: An activity-theoretical approach to developmental research. Helsinki: Orienta-Konsultit

<BOOKMARK:esa_2006a> ESA. (2006). Essential Facts About the Computer and Video Game Industry: 2006 Sales, Demographics, and Usage. Retrieved Jun 25 2006, 2005, from http://www.theesa.com/archives/files/Essential%20Facts%202006.pdf

<BOOKMARK:esa_2007> ESA. (2007). Essential Facts About the Computer and Video Game Industry: 2006 Sales, Demographics, and Usage. Retrieved Jan. 6, 2008, from http://theesa.com/archives/files/ESA-EF%202007.pdf

<BOOKMARK:fabr2000> Fabricatore, C. (2000). Learning and videogames: An unexplored synergy. Paper presented at the International Conference of the Association for Educational Communications and Technology, Denver, Colorado. http://www.learndev.org/dl/FabricatoreAECT2000.PDF

<BOOKMARK:fals2006> Falstein, N. (2006). What is a “good” game?, Message posted to seriousgames list, Nov 19 2006 - 4:51pm seriousgames@listserver.dmill.com.

<BOOKMARK:fas_2006> Federation of American Scientists. (2006). Report on The Summit on Educational Games. Washington, DC: Federation of American Scientists.

<BOOKMARK:fein2001> Feinstein, A., and Cannon, H. (2001) FIDELITY, VERIFIABILITY, AND VALIDITY OF SIMULATION: CONSTRUCTS FOR EVALUATION Developments in Business Simulation and Experiential Learning, Volume 28, 2001 http://sbaweb.wayne.edu/~absel/bkl/.%5Cvol28%5C28ak.pdf (contributed by M. Housley)

<BOOKMARK:feld1988> Felder, R. M., & Silverman, L. K. (1988). Learning and Teaching Styles in Engineering Education. Engineering Education, 78(7), 674-681.

<BOOKMARK:feld2002> Felder, R. M. (2002) Author's Preface to: Learning and Teaching Styles in Engineering Education, Last Update: June 2002, Retrieved: Mar. 12 2005, from http://www.ncsu.edu/felder-public/Papers/LS-1988.pdf

<BOOKMARK:fort2005> Fortugno, Nick and Eric Zimmerman (2005) Learning to Play to Learn - Lessons in Educational Game Design Gamasutra Soapbox Feature, Apr. 5 2005 http://www.gamasutra.com/features/20050405/zimmerman_01.shtml

<BOOKMARK:fras2001> Frasca, G. (2001). LUDOLOGY MEETS NARRATOLOGY: Similitude and differences between (video)games and narrative. Retrieved 31/10/2004, 2004, from http://www.ludology.org/articles/ludology.htm

<BOOKMARK:free2003> Freeman, D. (2003). Creating Emotion in Games: The Craft and Art of Emotioneering: New Riders Games.

<BOOKMARK:free1999> Freedman, Ted, 1999 The Semiotics of Sim City First Monday http://www.firstmonday.dk/issues/issue4_4/friedman/

<BOOKMARK:free1997> Freeman, T. (1997). Sidebar: Anatomy of a Design Document [Electronic Version]. Gamasutra from http://www.gamasutra.com/features/19970912/design_doc_anatomy.htm

<BOOKMARK:frei2007> Freitas, S. d. (2007). Learning in Immersive Worlds: a review of game based learning. London: Joint Information Systems Committee (JISC). pdf document

<BOOKMARK:frie2006> Friedman, T. L. (2006). The world is flat : a brief history of the twenty-first century (1st updated and expanded ed.). New York: Farrar, Straus and Giroux.

</style> ====== G ====== <style left> <BOOKMARK:gagn1977> Gagné, R. M. (1977). The conditions of learning (3d ed.). New York: Holt, Rinehart and Winston.

<BOOKMARK:gagn1980> Gagné, R. M. (1980). Learnable Aspects of Problem Solving. Educational Psychologist, 15(2), 84-92.

<BOOKMARK:gagn1985a> Gagné, R. M. (1985). The conditions of learning and theory of instruction (4th ed.). New York: Holt, Rinehart and Winston.

<BOOKMARK:gagn1992> Gagné, R. M., Briggs, L. J., & Wager, W. W. (1992). Principles of instructional design (4th ed.). Fort Worth, Tex.: Harcourt Brace Jovanovich College Publishers.

<BOOKMARK:gala2005> Galarneau, L. (2005). Spontaneous Communities of Learning: A Cross-Cultural Ethnography and Social Network Analysis of Player-Learner Social Networks in Massively Multiplayer Online Games, DiGRA '2005 Changing Views: Worlds in Play. Vancouver, B.C.: Digital Games Research Association. pdf

<BOOKMARK:gard1983> Gardner, H. (1983). Frames of mind : the theory of multiple intelligences. New York: Basic Books.

<BOOKMARK:gard2004> Gardner, H. (2004). Changing minds : the art and science of changing our own and other people's minds. Boston, Mass.: Harvard Business School Press.

<BOOKMARK:garr2002> Garris, R., Ahlers, R., & Driskell, J. E. (2002). Games, motivation, and learning: A research and practice model. Simulation & Gaming, 33(4), 441-467.

<BOOKMARK:gee_2003> <BOOKMARK:gee_2003a> Gee, J. P. (2003). What video games have to teach us about learning and literacy (1st ed.). New York: Palgrave Macmillan.

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<BOOKMARK:glas1999> Glassner, B. (1999). The culture of fear : why Americans are afraid of the wrong things (1st ed.). New York, NY: Basic Books.

<BOOKMARK:gles1999> Glesne, C. (1999). Becoming qualitative researchers : an introduction (2nd ed.). New York: Longman.

<BOOKMARK:gold1955> Golding, W. (1955). Lord of the flies, a novel ([1st American ed.). New York,: Coward-McCann.

<BOOKMARK:gonz> Gonzalez, Lauren Redesigning Games: How Academia is Reshaping games of the future. Gamespot features [http://www.gamespot.com/features/6106009/index.html]

<BOOKMARK:gred1996> Gredler, M. E. (1996). Educational games and simulations: A technology in search of a research paradigm. In D. H. Jonassen (Ed.), Handbook of research on educational communications and technology (pp. 521–540). New York: Simon & Schuster Macmillan.

<BOOKMARK:gred2004> Gredler, M. E. (2004). Games and Simulations and Their Relationships to Learning. In D. H. Jonassen (Ed.), Handbook of research on educational communications and technology (2nd ed.). Mahwah, N.J.: Association for Educational Communications and Technology., Lawrence Erlbaum. Access to Article Requires Membership

<BOOKMARK:gree1999> Green, B. S. (Writer) (1999). The Dark Age [TV Series, Single Episode]. In J. Wheedon (Producer), Buffy The Vampire Slayer. United States: 20th Century Fox. Episode

<BOOKMARK:gree2007> Greenwald, W. (2007). Nintendo, GameStop address Wii shortage. c|net News.com. December 14, 2007 9:12 AM PST online

<BOOKMARK:greg1985> Gregorc, A. F. (1985). Inside styles : beyond the basics : questions and answers on style. Maynard, Mass.: Gabriel Systems.

<BOOKMARK:gron2000> Gronlund, N. E. (2000). How to write and use instructional objectives (6th ed.). Upper Saddle River, N.J.: Merrill.

<BOOKMARK:gros2003> Gros, Begoña (2003) The Impact of Digital Games in Education First Monday, Vol. 8, No. 7, 2003 http://www.firstmonday.dk/issues/issue8_7/xyzgros/

<BOOKMARK:guth2004> Guntheroth, K., (2004). Forum: No Scientific Discipline Was Ever Built on a Myth. Communications of the ACM, 47(9), 11-13.

<BOOKMARK:gust2002> Gustafson, K. L., Branch, R. M., ERIC Clearinghouse on Information & Technology., & United States. Dept. of Education. (2002). Survey of instructional development models (4th ed.). Syracuse, N.Y.: ERIC Clearinghouse on Information & Technology.

</style> ====== H, I ====== <style left> <BOOKMARK:hadz2006> Hadziomerovic, A., & Biddle, R. (2006, October 10 - 12 2006). Tracking Engagement in a Role Play Game. Paper presented at the Future Play, The International Conference on the Future of Game Design and Technology, The University of Western Ontario, London, Ontario, Canada.

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<BOOKMARK:sony2000> Sony vs. Bleem (2000) Unauthorized Use of Screen Shot - Federal Court Decision SONY COMPUTER ENTERTAINMENT AMERICA, INC., a Delaware corporation, Plaintiff-Appellee, v. BLEEM, LLC, Defendant-Appellant, and DAVID HERPOLSHEIMER; JAIME FELIX, Defendants, Charles A. Legge, District Judge, Presiding (United States District Court for the Northern District of California. D.C. No. CV-99-01590-CAL 2000). online

<BOOKMARK:spie1993> Spielberg, S. (Writer) (1993). Schindler's list. In S. Spielberg (Producer). United States: Universal Pictures.

<BOOKMARK:squi2002> Squire, K. (2002). Cultural Framing of Computer/Video Games. Game Studies, 2(1). article

<BOOKMARK:squi2003> Squire, K. (2003). Replaying History: Learning World History through playing Civilization III. Unpublished Doctor of Philosophy, Indiana University. http://website.education.wisc.edu/kdsquire/dissertation.html

<BOOKMARK:stak1995> Stake, R. E. (1995). The art of case study research. Thousand Oaks: Sage Publications.

<BOOKMARK:stew1997> Stewart, I., & Cohen, J. (1997). Figments of reality : the evolution of the curious mind. Cambridge ; New York: Cambridge University Press.

<BOOKMARK:stew2006> Stewart, Jon (2006) Video Game Regulation television show clip June 26 2006 http://www.youtube.com/watch?v=9A2p0dzmSn8&eurl=http%3A%2F%2Fwww.aeropause.com%2F

<BOOKMARK:stei1939> Steinbeck, J. (1939). The grapes of wrath. New York,: The Viking press.

<BOOKMARK:stei2005> Steinkuehler, C. A. (2005). Cognition and learning in massively multiplayer online games: A critical approach. Unpublished Doctoral Dissertation, The University of Wisconsin - Madison

<BOOKMARK:sulp2006> Sulpher, B. P. (2006). New Super Mario Bros. Game Walkthrough [Electronic Version], Version 1.7. Retrieved Feb. 12, 2006 from http://db.gamefaqs.com/portable/ds/file/new_super_mario_bros_d.txt.

<BOOKMARK:sutt1997> Sutton-Smith, B. (1997). The ambiguity of play. Cambridge, Mass.: Harvard University Press. Book Link

</style> ====== T, U ====== <style left> <BOOKMARK:taka2004> Takahashi, Dean (2004) Hazy border of reality, fantasy is arena for game-violence debate: Wondering Where to Draw the Line on Electronic Killing, mercurynews.com (available through the seriousgames archive post: July 19, 2004, from Ben Sawyer)

<BOOKMARK:tann2000> Tanner, S. (2000). From Vision to Implementation - strategic and management issues for digital collections [Electronic Version]. The Electronic Library: strategic, policy and management issues - A British Council International Seminar. Retrieved Feb. 13-18, 2000 from http://heds.herts.ac.uk/resources/papers/Lboro2000.pdf.

<BOOKMARK:tayl2000> Taylor, T. L. (2000). Living digitally: Embodiment in virtual environments. Unpublished Doctoral Dissertation, Brandeis University, Waltham, MA

<BOOKMARK:tayl2002> Taylor, C. (2002). Game Design Document Template. http://members.shaw.ca/bsimser/webdesign/

<BOOKMARK:tayl2006> Taylor, T. L. (2006). Does WoW Change Everything?: How a PvP Server, Multinational Player Base, and Surveillance Mod Scene Caused Me Pause. Games and Culture, 1(4), 318-337.

<BOOKMARK:tayl2006b> Taylor, T. L. (2006b). Play between worlds : exploring online game culture. Cambridge, Mass.: MIT Press.

<BOOKMARK:terd2006> Terdiman, Daniel (2006) What's wrong with serious games? CNET News.com | Date: 23 March 2006 http://cnet.com.au/games/0,39029232,40061367,00.htm

<BOOKMARK:thai1998> Thiagarajan, S. (1998). The Myths and Realities of Simulations in Performance Technology. Educational Technology, 35-41.

<BOOKMARK:thom1997> Thomas, R., Cahill, J., & Santilli, L. (1997). Using an interactive computer game to increase skill and self-efficacy regarding safer sex negotiation: field test results. Health Education and Behavior, 24(1), 71-86.

<BOOKMARK:tinb1963a> Tinbergen, N. (1963). On the aims and methods of ethology. Zeitschrift fur Tierpsychologie, 20, 410-463. reprinted in Animal Biology, Vol. 55, No. 4, pp. 297-321 (2005)

<BOOKMARK:tobi2007> Tobias, S., & Fletcher, J. D. (2007). What Research Has to Say About Designing Computer Games for Learning. EDUCATIONAL TECHNOLOGY, September–October 2007, 20-29.

<BOOKMARK:toma1999> Tomasello, M. (1999). The cultural origins of human cognition. Cambridge, Mass.: Harvard University Press.

</style> ====== V, W, X, Y, Z ====== <style left> <BOOKMARK:vane2008a> Van Eck, R. (2008). Six ideas in search of a discipline (Accepted for Publication). In M. Spector, N. Seel & K. Morgan (Eds.), The Educational Design and Use of Computer Simulation Games.

<BOOKMARK:vanl1990> VanLehn, K. (1990). Mind bugs : the origins of procedural misconceptions. Cambridge, Mass.: MIT Press.

<BOOKMARK:vygo1934> Vygotsky, L. S. (1934). Thought and language (A. Kozulin, Trans. Translation newly rev 1986 ed.). Cambridge Mass: Mit Press. online book

<BOOKMARK:vygo1977> Vygotsky, L. S., & Cole, M. (1977). Mind in society : the development of higher psychological processes. Cambridge Harvard University Press.

<BOOKMARK:walp2004> Walpole, S. (2004, July 12, 2004). Designing Games for the Wage Slave. Retrieved July 2004, 2004, from http://www.gamedev.net/reference/design/features/wageslave/

<BOOKMARK:ward2007> Ward, J., Cantor, D., & Carey, B. (2007). The Hard Science of Making Videogames: See the top ten hurdles facing game designers today, and the cutting-edge tech that will soon make them relics of the past [Electronic Version]. PopSci.com. Retrieved Sept 23 2007 from http://www.popsci.com/popsci/technology/d997f0209dd15110vgnvcm1000004eecbccdrcrd.html.

<BOOKMARK:wats2007> Watson, W. R. (2007). Formative research on an instructional design theory for educational video games. Unpublished Doctoral Dissertation, Indiana University

<BOOKMARK:waug2007> Waugh, E.-J. R. (2007). Ambition and Compulsory Design in Animal Crossing [Electronic Version]. Gamasutra. Retrieved May 3 2007 from http://www.gamecareerguide.com/features/368/ambition_and_compulsory_design_in_.php.

<BOOKMARK:webs1998> Webster's New World Dictionary & Thesaurus. (1998). [CD Software]: MacMillan Publishers.

<BOOKMARK:whit1984> White, B. Y. (1984). Designing Computer Games to Help Physics Students Understand Newton's Laws of Motion. [Article] Cognition & Instruction, 1(1), 69.

<BOOKMARK:will2005> <BOOKMARK:will2005a> Williams, D. (2005a). A Brief Social History of Game Play. Paper presented at the DiGRA 2005 2nd International Conference, “Changing Views: Worlds in Play”, Vancouver, B.C., June 16-20, 2005 pdf

<BOOKMARK:will2005b> Williams, D., & Skoric, M. (2005b). Internet Fantasy Violence: A Test of Aggression in an Online Game. Communication Monographs, 72(2), 217-233.

<BOOKMARK:will2006> Williams, D. (2006). Why Game Studies Now? Gamers Don't Bowl Alone. Games and Culture, 1, 13 - 16.

<BOOKMARK:winn2006> Winn, B. and Heeter, C. (2006/2007) “Resolving Conflicts in Educational Game Design Through Playtesting.” Innovate 3 (2). http://innovateonline.info/index.php?view=article&id=392

<BOOKMARK:witt2002> Witten, I. H., & Bainbridge, D. I. (2002). How to build a digital library. Amsterdam ; London: Morgan Kaufmann.

<BOOKMARK:witt1973> Wittgenstein, L. (1973). Philosophical investigations; the English text of the third edition. New York,: Macmillan.

<BOOKMARK:wolf2007> Wolfram, B. (2007). Animal Crossing Wild World Game FAQ/Walkthrough [Electronic Version]. Retrieved December 17, 2007 from http://www.gamefaqs.com/portable/ds/file/920786/44897.

<BOOKMARK:wrig2003> Wright, W. (2003). Forward. In D. Freeman (Ed.), Creating Emotion in Games: The Craft and Art of Emotioneering (pp. xxxi-xxxiii). Indianapolis, Indiana, USA: New Riders Games.

<BOOKMARK:wrig2004> Wright, W. (2004). Pop Quiz with Will Wright [Interview Given at The Education Arcade], Education Arcade. L.A. Calif: E3 (The Electronic Entertainment Expo) May 11, 2004.

<BOOKMARK:yi
2004> Yi, M. (2004, December 18, 2004). THEY GOT GAME Stacks of new releases for hungry video game enthusiasts mean it's boom time for an industry now even bigger than Hollywood. San Francisco Chronicle.

</style>

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BOOKS

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								<font size="+1" face="Verdana,Helvetica,Arial"><img src="../KB/Resources/ClipArt/BOOKS.GIF" alt="" height="68" width="72" align="left" border="0"></font><font size="+1" color="#006600" face="Verdana,Helvetica,Arial">Books </font></center>
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					<td align="center"><font size="-1" color="white" face="Verdana,Helvetica,Arial"><b>This pathfinder site is intended as a place to keep track of references and resources (people, places, and things) related to Serious Games (specifically games and learning)</b></font></td>
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					<td bgcolor="white"><font size="-1" face="Verdana,Helvetica,Arial">Aarseth, Espen J (1997) <br>
							<a href="http://www.amazon.ca/exec/obidos/ASIN/0801855799/qid=1086409009/sr=1-1/ref=sr_1_0_1/702-9076319-5199248">Cybertext: Perspectives on Ergodic Literature<br>
							</a>John Hopkins University Press, ISBN 0801855799</font></td>
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					<td bgcolor="white"><font size="-1" face="Verdana,Helvetica,Arial">Abelson, H., and diSessa, A. (1980)<br>
							'<a href="http://www.amazon.ca/exec/obidos/ASIN/0262510375/qid=1085276659/sr=1-2/ref=sr_1_0_2/701-4298134-7849903">Turtle Geometry: The computer as a medium for exploring mathematics</a>'<br>
							Cambridge, MA, MIT Press,2 1980</font></td>
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					<td align="center" bgcolor="#D9E5F4" width="50"><img src="../KB/Resources/DoDads/Books/Abt.jpeg" alt="" width="50" border="0"></td>
					<td bgcolor="white"><font size="-1" face="Verdana,Helvetica,Arial">Abt, Clark C. (1970, 1987). <br>
							<a href="http://www.chapters.indigo.ca/item.asp?Item=978081916148&Catalog=Books&N=35&Lang=en&Section=books&zxac=1">Serious games. </a><br>
							New York, Viking Press. ISBN 0-8191-6148-9</font></td>
					<td align="center" bgcolor="#D9E5F4"><font size="-1" face="Verdana,Helvetica,Arial"><img src="../KB/Resources/DoDads/Books/Learn-by-Doing.jpg" alt="" width="50" border="0"></font></td>
					<td bgcolor="white"><font size="-1" face="Verdana,Helvetica,Arial">Aldrich, Clark (2005) <br>
							<a href="http://www.amazon.ca/exec/obidos/ASIN/0787977357/qid=1096391762/sr=1-2/ref=sr_1_0_2/701-9050073-1243514">Learning by Doing: A Comprehensive Guide to Simulations, Computer Games, and Pedagogy in E-Learning and Other Educational Experiences</a><br>
							John Wiley &amp; Sons Inc ISBN: 0787977357 </font></td>
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					<td align="center" bgcolor="#D9E5F4" width="50"><img src="../KB/Resources/DoDads/Books/Aldrich.jpeg" alt="" width="50" border="0"></td>
					<td bgcolor="white"><font size="-1" face="Verdana,Helvetica,Arial">Aldrich, Clark (2004)<br>
							<a href="http://www.pfeiffer.com/WileyCDA/PfeifferTitle/productCd-0787969621.html">Simulations and the Future of Learning: An Innovative (and Perhaps Revolutionary) Approach to e-Learning</a><br>
							John Wiley &amp; Sons Canada, Ltd. ; ISBN: 0787969621 </font></td>
					<td align="center" bgcolor="#D9E5F4"><font size="-1" face="Verdana,Helvetica,Arial"><img src="../KB/Resources/DoDads/Books/medium-game.jpeg" alt="" width="50" border="0"></font></td>
					<td bgcolor="white"><font size="-1" face="Verdana,Helvetica,Arial">Baer, Ralph H. (2002), Wolf , Mark J. P.(Editor)<br>
							<a href="http://www.amazon.ca/exec/obidos/ASIN/029279150X/701-4298134-7849903">The Medium of the Video Game</a><br>
							University of Texas Press ISBN: 029279150X </font></td>
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					<td align="center" bgcolor="#D9E5F4" width="50"><img src="../KB/Resources/DoDads/Books/bartle.jpg" alt="" width="60" border="0"></td>
					<td bgcolor="white"><font size="-1" face="Verdana,Helvetica,Arial">Bartle, Richard (2003)<br>
							<a href="http://www.amazon.ca/exec/obidos/ASIN/0131018167/qid=1140382796/sr=1-1/ref=sr_1_0_1/702-9947100-1279253">Designing Virtual Worlds</a><br>
							Paperback - 768 pages 1 edition (July 15, 2003)<br>
							New Riders Games ; ISBN: 0131018167 </font></td>
					<td align="center" bgcolor="#D9E5F4"><font size="-1" face="Verdana,Helvetica,Arial"><img src="../KB/Resources/DoDads/Books/got-game.jpeg" alt="" width="50" border="0"></font></td>
					<td bgcolor="white"><font size="-1" face="Verdana,Helvetica,Arial">Beck, John C. and Mitchell Wade (2004)<br>
							<a href="http://www.amazon.ca/exec/obidos/ASIN/1578519497/qid=1096387136/ref=sr_8_xs_ap_i1_xgl/701-9050073-1243514">Got Game: How the Gamer Generation Is Reshaping Business Forever</a><br>
							Harvard Business School Press ISBN: 1578519497</font></td>
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					<td align="center" bgcolor="#D9E5F4" width="50"><img src="../KB/Resources/DoDads/Books/bergeron.jpg" alt="" width="50" border="0"></td>
					<td bgcolor="white"><font size="-1" face="Verdana,Helvetica,Arial">Bergeron, Bryan, (December 2005) <a href="http://www.amazon.ca/exec/obidos/ASIN/1584504447/701-5116591-8329165?%5Fencoding=UTF8">Developing Serious Games</a> Charles River Media ISBN: 1584504447 </font></td>
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					<td align="center" bgcolor="#D9E5F4" width="50"><img src="../KB/Resources/DoDads/Books/remediation.jpeg" alt="" width="50" border="0"></td>
					<td bgcolor="white"><font size="-1" face="Verdana,Helvetica,Arial"> Bolter, Jay David, and Richard Grusin (2001)<br>
							<a href="http://www.lcc.gatech.edu/%7ebolter/remediation/index.html">Remediation: Understanding New Media</a><br>
							MIT Press, ISBN 0262522799</font></td>
					<td align="center" bgcolor="#D9E5F4"><font size="-1" face="Verdana,Helvetica,Arial"><img src="../KB/Resources/DoDads/Books/cassell-jenkins.jpg" alt="" width="60" border="0"></font></td>
					<td bgcolor="white"><font size="-1" face="Verdana,Helvetica,Arial">Cassell, Justine (Editor), Henry Jenkins (Editor)<br>
							<a href="http://www.amazon.ca/exec/obidos/ASIN/0262032589/ref=pd_ecc_rvi_3/702-9947100-1279253">From Barbie to Mortal Kombat : Gender and Computer Games</a><br>
							Hardcover - 360 pages (November 6, 1998)<br>
							The MIT Press ; ISBN: 0262032589 </font></td>
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					<td align="center" bgcolor="#D9E5F4" width="50"><img src="../KB/Resources/DoDads/Books/crawford-story-telling.jpeg" alt="" width="50" border="0"></td>
					<td bgcolor="white"><font size="-1" face="Verdana,Helvetica,Arial">Crawford, C. (2004). <br>
							<a href="http://www.amazon.ca/exec/obidos/ASIN/0321278909/qid=1107991984/sr=1-3/ref=sr_1_2_3/702-6129219-5844055">Chris Crawford on Interactive Storytelling</a><br>
							New Riders Games ; ISBN: 0321278909 </font></td>
					<td align="center" bgcolor="#D9E5F4"><font size="-1" face="Verdana,Helvetica,Arial"><img src="../KB/Resources/DoDads/Books/crawford-game-design.jpeg" alt="" width="50" border="0"></font></td>
					<td bgcolor="white"><font size="-1" face="Verdana,Helvetica,Arial">Crawford, C. (2003). <br>
							<a href="http://www.amazon.ca/exec/obidos/ASIN/0131460994/qid=1107991786/ref=sr_8_xs_ap_i1_xgl/702-6129219-5844055">Chris Crawford on game design. </a><br>
							Indianapolis, Ind.: New Riders. ISBN: 0131460994 </font></td>
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					<td align="center" bgcolor="#D9E5F4" width="50"><img src="../KB/Resources/DoDads/Books/crawford-interactive-design.jpeg" alt="" width="50" border="0"></td>
					<td bgcolor="white"><font size="-1" face="Verdana,Helvetica,Arial">Crawford, C. (2002). <br>
							<a href="http://www.amazon.ca/exec/obidos/ASIN/1886411840/qid=1107991984/sr=1-6/ref=sr_1_2_6/702-6129219-5844055">The Art of Interactive Design</a><br>
							No Starch Press ; ISBN: 1886411840 </font></td>
					<td align="center" bgcolor="#D9E5F4"><font size="-1" face="Verdana,Helvetica,Arial"><img src="../KB/Resources/DoDads/Books/flow.jpg" alt="" width="50" border="0"></font></td>
					<td bgcolor="white"><font size="-1" face="Verdana,Helvetica,Arial">Csikszentmihalyi, M. (1991). <br>
							<a href="http://www.amazon.ca/exec/obidos/ASIN/0060920432/qid=1122908260/sr=1-1/ref=sr_1_2_1/701-9135033-1959522">Flow: the psychology of optimal experience. </a><br>
							New York: HarperPerennial. ISBN: 0060920432 </font></td>
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					<td align="center" bgcolor="#D9E5F4" width="50"><img src="../KB/Resources/DoDads/Books/logic-failure.jpeg" alt="" width="50" border="0"></td>
					<td bgcolor="white"><font size="-1" face="Verdana,Helvetica,Arial">Dorner, Dietrich (Author), Robert Kimber (Translator), Rita Kimber (Translator) (1998)<br>
							<a href="http://www.amazon.ca/exec/obidos/ASIN/0201479486/qid=1097793350/ref=sr_8_xs_ap_i1_xgl/701-0013149-1589110">The Logic of Failure: Recognizing and Avoiding Error in Complex Situations</a><br>
							HarperCollins Canada / Perseus Books ; ISBN: 0201479486 </font></td>
					<td align="center" bgcolor="#D9E5F4"><font size="-1" face="Verdana,Helvetica,Arial"><img src="../KB/Resources/DoDads/Books/emotion-in-games.jpg" alt="" width="50" border="0"></font></td>
					<td bgcolor="white"><font size="-1" face="Verdana,Helvetica,Arial">Freeman, D. (2003). <br>
							<a href="http://www.amazon.ca/exec/obidos/ASIN/1592730078/ref=pd_bxgy_text_2/701-9135033-1959522">Creating Emotion in Games: The Craft and Art of Emotioneering</a><br>
							New Riders Games. ISBN: 1592730078 </font></td>
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					<td align="center" bgcolor="#D9E5F4" width="50"><img src="../KB/Resources/DoDads/Books/games-gee.jpeg" alt="" width="50" border="0"></td>
					<td bgcolor="white"><font size="-1" face="Verdana,Helvetica,Arial">Gee, James Paul ( 2003)<br>
							<a href="http://www.amazon.ca/exec/obidos/ASIN/1403961697/701-4298134-7849903">What Video Games Have to Teach Us about Learning and Literacy</a> <br>
							St. Martin's Press ; ISBN: 1403961697 </font></td>
					<td align="center" bgcolor="#D9E5F4"><font size="-1" face="Verdana,Helvetica,Arial"><img src="../KB/Resources/DoDads/Books/grossman.jpg" alt="" width="60" border="0"></font></td>
					<td bgcolor="white"><font size="-1" face="Verdana,Helvetica,Arial">Grossman , Austin (2004)<br>
							<a href="http://www.amazon.ca/exec/obidos/ASIN/1578202140/qid=1140383086/sr=1-2/ref=sr_1_2_2/702-9947100-1279253">Postmortems from Game Developer: Insights from the Developers of Unreal Tournament, Black and White, Age of Empires, and Other Top Selling Games</a><br>
							Paperback - 330 pages (October 1, 2004)<br>
							CMP Books ; ISBN: 1578202140 </font></td>
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					<td align="center" bgcolor="#D9E5F4" width="50"><img src="../KB/Resources/DoDads/Books/homo-ludens.jpeg" alt="" width="50" border="0"></td>
					<td bgcolor="white"><font size="-1" face="Verdana,Helvetica,Arial">Huizinga, Johan (1998, orig. published in 1944)<br>
							<a href="http://www.amazon.ca/exec/obidos/ASIN/0807046817/qid=1096392450/sr=1-2/ref=sr_1_0_2/701-9050073-1243514">Homo Ludens: A Study of the Play-Element in Culture</a><br>
							Fitzhenry &amp; Whiteside ; ISBN: 0807046817 </font></td>
					<td align="center" bgcolor="#D9E5F4"></td>
					<td bgcolor="white"></td>
				</tr>
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					<td align="center" bgcolor="#D9E5F4" width="50"><img src="../KB/Resources/ClipArt/newlistings.gif" alt="" width="75" border="0"></td>
					<td bgcolor="white"><font size="-1" face="Verdana,Helvetica,Arial">Jenkins,  Henry III (2006) <a href="http://www.amazon.ca/exec/obidos/ASIN/0814742815/qid=1140381475/sr=1-23/ref=sr_1_0_23/702-9947100-1279253">Convergence Culture: Where Old and New Media Collide</a> Hardcover - 336 pages (August 2006) New York University Press ISBN: 0814742815 </font></td>
					<td align="center" bgcolor="#D9E5F4"><font size="-1" face="Verdana,Helvetica,Arial"><img src="../KB/Resources/ClipArt/newlistings.gif" alt="" width="75" border="0"></font></td>
					<td bgcolor="white"><font size="-1" face="Verdana,Helvetica,Arial">Jenkins,  Henry III (2006) <a href="http://www.amazon.ca/exec/obidos/ASIN/0814742858/qid=1140382333/sr=1-1/ref=sr_1_0_1/702-9947100-1279253">Fans, Bloggers, And Gamers: Essays on Participatory Culture</a> Paperback: 304 pages Publisher: New York University Press (September 1, 2006) ISBN: 0814742858</font></td>
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					<td align="center" bgcolor="#D9E5F4" width="50"><img src="../KB/Resources/DoDads/Books/bad-is-good.jpg" alt="" width="50" border="0"></td>
					<td bgcolor="white"><font size="-1" face="Verdana,Helvetica,Arial">Johnson, Steven (2005).<br>
							<a href="http://www.amazon.ca/exec/obidos/ASIN/1573223077/qid=1122908843/701-9135033-1959522">Everything Bad Is Good for You </a><br>
							(Hardcover ed.): Riverhead Books. ISBN: 1573223077 </font></td>
					<td align="center" bgcolor="#D9E5F4"><font size="-1" face="Verdana,Helvetica,Arial"><img src="../KB/Resources/DoDads/Books/johnson.jpg" alt="" width="50" border="0"></font></td>
					<td bgcolor="white"><font size="-1" face="Verdana,Helvetica,Arial">Johnson, Steven (2002).<br>
							<a href="http://www.amazon.ca/exec/obidos/ASIN/0684868768/qid=1140383224/sr=1-1/ref=sr_1_2_1/702-9947100-1279253">Emergence : The Connected Lives of Ants, Brains, Cities, and Software</a><br>
							Paperback - 288 pages 1 edition (2002)<br>
							Scribner ; ISBN: 0684868768<br>
						</font></td>
				</tr>
				<tr>
					<td align="center" bgcolor="#D9E5F4" width="50"><img src="../KB/Resources/DoDads/Books/juul.jpg" alt="" width="50" border="0"></td>
					<td bgcolor="white"><font size="-1" face="Verdana,Helvetica,Arial">Juul, Jesper (2005)<br>
							<a href="http://www.amazon.ca/exec/obidos/ASIN/0262101106/qid=1140380937/sr=1-1/ref=sr_1_0_1/702-9947100-1279253">Half-Real : Video Games between Real Rules and Fictional Worlds<br>
							</a>Hardcover - 240 pages (December 2, 2005)<br>
							The MIT Press ; ISBN: 0262101106 </font></td>
					<td align="center" bgcolor="#D9E5F4"></td>
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				</tr>
				<tr>
					<td align="center" bgcolor="#D9E5F4" width="50"><img src="../KB/Resources/DoDads/Books/Kafai-s.jpg" alt="" width="50" border="0"></td>
					<td bgcolor="white"><font size="-1" face="Verdana,Helvetica,Arial">Kafai, Yasmin &amp; Mitchel Resnick, (1996)<br>
							<a href="http://www.amazon.ca/exec/obidos/ASIN/0805819851/qid=1085276592/sr=1-3/ref=sr_1_0_3/701-4298134-7849903">Constructivism in Practice: Designing, Thinking, and Learning in a Digital World</a><br>
							Lawrence Earlbaum Associates Inc. ISBN: 0-8058-1985-1</font></td>
					<td align="center" bgcolor="#D9E5F4">
					</td>
					<td bgcolor="white"><font size="-1" face="Verdana,Helvetica,Arial">Kafai, Yasmin (1995).<br>
							<a href="http://www.amazon.ca/exec/obidos/ASIN/0805815139/qid=1085266842/sr=1-1/ref=sr_1_0_1/701-4298134-7849903">Minds in Play: Computer Game Design as a Context for Children's Learning</a><br>
							Mahwah, N.J.: Lawrence Erlbaum Assoc</font></td>
				</tr>
				<tr>
					<td align="center" bgcolor="#D9E5F4" width="50"><img src="../KB/Resources/DoDads/Books/dungeons.jpeg" alt="" width="50" border="0"><br>
					</td>
					<td bgcolor="white"><font size="-1" face="Verdana,Helvetica,Arial">King, Brad, and John Borland (2003)<br>
							<a href="http://www.amazon.ca/exec/obidos/ASIN/0072228881/701-4298134-7849903">Dungeons and Dreamers: The Rise of Computer Game Culture from Geek to Chic<br>
							</a>McGraw-Hill Osborne Media (Consumer) ; ISBN: 0072228881 <br>
						</font></td>
					<td align="center" bgcolor="#D9E5F4"><font size="-1" face="Verdana,Helvetica,Arial"><img src="../KB/Resources/DoDads/Books/theory-of-fun.jpg" alt="" width="50" border="0"></font></td>
					<td bgcolor="white"><font size="-1" face="Verdana,Helvetica,Arial">Koster, R. (2004). <br>
							<a href="http://www.amazon.ca/exec/obidos/ASIN/1932111972/ref=pd_bxgy_text_2/701-9135033-1959522">Theory of Fun for Game Design</a><br>
							(September 17, 2004) O'Reilly &amp; Associates. ISBN 1932111972</font></td>
				</tr>
				<tr>
					<td align="center" bgcolor="#D9E5F4" width="50"><img src="../KB/Resources/DoDads/Books/laurel.jpeg" alt="" width="50" border="0"></td>
					<td bgcolor="white"><font size="-1" face="Verdana,Helvetica,Arial">Laurel, Brenda (Ed.) (2003)<br>
							<a href="http://mitpress.mit.edu/catalog/item/default.asp?sid=7E1C5050-66EB-4944-AA31-B50417DD5C73&ttype=2&tid=10029">Design Reserach: Methods and Prespectives</a><br>
							MIT Press, Cambridge, ISBN 0262122634</font></td>
					<td align="center" bgcolor="#D9E5F4"><img src="../KB/Resources/DoDads/Books/language.jpeg" alt="" width="50" border="0"></td>
					<td bgcolor="white"><font size="-1" face="Verdana,Helvetica,Arial">Manovich, Lev (2001)<br>
							<a href="http://www.amazon.ca/exec/obidos/ASIN/0262632551/qid=1086408946/sr=1-2/ref=sr_1_0_2/702-9076319-5199248">The Language of New Media</a><br>
							MIT Press, ISBN 0262133741</font></td>
				</tr>
				<tr>
					<td align="center" bgcolor="#D9E5F4" width="50"><img src="../KB/Resources/DoDads/Books/michael-chen.jpg" alt="" width="50" border="0"></td>
					<td bgcolor="white"><font size="-1" face="Verdana,Helvetica,Arial">Michael, David R. and Sande Chen, (October 1, 2005) <a href="http://www.amazon.ca/exec/obidos/ASIN/1592006221/701-5116591-8329165?%5Fencoding=UTF8">Serious Games: Games That Educate, Train, and Inform</a>  Muska and Lipman/Premier-Trade ; ISBN: 1592006221 </font></td>
					<td align="center" bgcolor="#D9E5F4"><font size="-1" face="Verdana,Helvetica,Arial"><img src="../KB/Resources/DoDads/Books/hamlet.jpeg" alt="" width="50" border="0"></font></td>
					<td bgcolor="white"><font size="-1" face="Verdana,Helvetica,Arial">Murray, Janet (1998)<br>
							<a href="http://www.amazon.ca/exec/obidos/ASIN/0684827239/qid=1086408886/sr=1-1/ref=sr_1_0_1/702-9076319-5199248">Hamlet on the Holodeck</a><br>
							MIT Press, ISBN 0262631873</font></td>
				</tr>
				<tr>
					<td align="center" bgcolor="#D9E5F4" width="50"><img src="../KB/Resources/DoDads/Books/connected.jpeg" alt="" width="50" border="0"></td>
					<td bgcolor="white"><font size="-1" face="Verdana,Helvetica,Arial">Papert, Seymour (1997)<br>
							<a href="http://www.connectedfamily.com/">The Connected Family </a>Bridging the Digital Generation Gap.<br>
							Marietta, Ga.: Longstreet Press</font></td>
					<td align="center" bgcolor="#D9E5F4"><font size="-1" face="Verdana,Helvetica,Arial"><img src="../KB/Resources/DoDads/Books/mindstorms.jpeg" alt="" width="50" border="0"></font></td>
					<td bgcolor="white"><font size="-1" face="Verdana,Helvetica,Arial">(Papert, S., 1980) Papert, Seymour<br>
							<a href="http://www.amazon.ca/exec/obidos/ASIN/0465046746/qid=1085276514/sr=1-2/ref=sr_1_2_2/701-4298134-7849903">Mindstorms: Children, Computers, and Powerful Ideas</a><br>
							ISBN 0-465-04629-0 Basic Books (Harper)</font></td>
				</tr>
				<tr>
					<td align="center" bgcolor="#D9E5F4" width="50"><img src="../KB/Resources/DoDads/Books/dgbl-prensky.jpeg" alt="" width="50" border="0"></td>
					<td bgcolor="white"><font size="-1" face="Verdana,Helvetica,Arial">Prensky, Marc (2001)<br>
							<a href="http://www.twitchspeed.com/site/news.html">Digital Game-Based Learning</a><br>
							New York: McGraw-Hill. ISBN: 0071363440</font></td>
					<td align="center" bgcolor="#D9E5F4"><font size="-1" face="Verdana,Helvetica,Arial"><img src="../KB/Resources/DoDads/Books/Prensky-2.jpg" alt="" width="50" border="0"></font></td>
					<td bgcolor="white"><font size="-1" face="Verdana,Helvetica,Arial">Prensky, Marc (2006)<br>
							<a href="http://www.amazon.ca/exec/obidos/ASIN/1557788588/ref=pd_ecc_rvi_3/702-9947100-1279253">Don't Bother Me Mom I'm Learning!</a><br>
							Continuum ; ISBN: 1557788588 </font></td>
				</tr>
				<tr>
					<td align="center" bgcolor="#d9e5f4" width="50"><img src="../KB/Resources/DoDads/Books/Quinn.jpg" alt="" width="50" border="0"></td>
					<td bgcolor="white"><font size="-1" face="Verdana,Helvetica,Arial">Quinn, Clark N. (2005)<br>
							<a href="http://www.amazon.ca/exec/obidos/ASIN/0787975222/ref=pd_ecc_rvi_1/702-9947100-1279253">Engaging Learning: Designing e-Learning Simulation Games</a><br>
							John Wiley &amp; Sons Canada, Ltd. ; ISBN: 0787975222 </font></td>
					<td align="center" bgcolor="#D9E5F4"><font size="-1" face="Verdana,Helvetica,Arial"><img src="../KB/Resources/DoDads/Books/narrative.jpeg" alt="" width="50" border="0"></font></td>
					<td bgcolor="white"><font size="-1" face="Verdana,Helvetica,Arial">Ryan, Marie-Laure (2001)<br>
							<a href="http://www.amazon.ca/exec/obidos/ASIN/0801864879/qid=1086408848/ref=sr_8_xs_ap_i2_xgl14/702-9076319-5199248">Narrative as Virtual Reality</a><br>
							Johns Hopkins University, ISBN 0801864879</font></td>
				</tr>
				<tr>
					<td align="center" bgcolor="#D9E5F4" width="50"><img src="../KB/Resources/DoDads/Books/rules.jpeg" alt="" width="70" border="0"></td>
					<td bgcolor="white"><font size="-1" face="Verdana,Helvetica,Arial">Salin, Katy, and Eric Zimmerman (2003)<br>
							<a href="http://mitpress.mit.edu/catalog/item/default.asp?ttype=2&tid=9802">Rules of Play:&nbsp;Game Design Fundamentals</a><br>
							MIT Press, Cambridge ISBN 026224059 </font></td>
					<td align="center" bgcolor="#D9E5F4"><font size="-1" face="Verdana,Helvetica,Arial"><img src="../KB/Resources/DoDads/Books/Salen-ZImmerman-2.jpg" alt="" width="70" border="0"></font></td>
					<td bgcolor="white"><font size="-1" face="Verdana,Helvetica,Arial">Salin, Katy, and Eric Zimmerman (2005)<br>
							<a href="http://www.amazon.ca/exec/obidos/ASIN/0262195364/qid=1140380147/sr=1-2/ref=sr_1_0_2/702-9947100-1279253">The Game Design Reader : A Rules of Play Anthology</a><br>
							Hardcover - 500 pages (December 1, 2005)<br>
							The MIT Press ; ISBN: 0262195364</font></td>
				</tr>
				<tr>
					<td align="center" bgcolor="#D9E5F4" width="50"><img src="../KB/Resources/DoDads/Books/serious-play.gif" alt="" width="50" border="0"></td>
					<td bgcolor="white"><font size="-1" face="Verdana,Helvetica,Arial">Schrage, Michael (2000)<br>
							<a href="http://www.amazon.ca/exec/obidos/ASIN/0875848141/qid=1096392245/sr=1-2/ref=sr_1_0_2/701-9050073-1243514">Serious Play: How the World's Best Companies Simulate to Innovate</a><br>
							Harvard Business School Press ; ISBN: 0875848141 </font></td>
					<td align="center" bgcolor="#D9E5F4"><font size="-1" face="Verdana,Helvetica,Arial"><img src="../KB/Resources/DoDads/Books/SUTAMB.jpg" alt="" width="50" border="0"></font></td>
					<td bgcolor="white"><font size="-1" face="Verdana,Helvetica,Arial">Sutton-Smith, Brian (1997)<br>
							<a href="http://www.hup.harvard.edu/catalog/SUTAMB.html">The Ambiguity of Play</a><br>
							Harvard University Press, Cambridge ISBN 067400813</font></td>
				</tr>
				<tr>
					<td align="center" bgcolor="#D9E5F4" width="50"><img src="../KB/Resources/DoDads/Books/wardrip.jpg" alt="" width="60" border="0"></td>
					<td bgcolor="white"><font size="-1" face="Verdana,Helvetica,Arial">Wardrip-Fruin, Noah  and Pat Harrigan (Editors) (2004)<br>
							<a href="http://www.amazon.ca/exec/obidos/ASIN/0262731754/qid=1140384378/sr=1-1/ref=sr_1_2_1/702-9947100-1279253">First Person : New Media as Story, Performance, and Game</a><br>
							Paperback - 350 pages (April 1, 2006)<br>
							The MIT Press ; ISBN: 0262731754</font> </td>
					<td align="center" bgcolor="#D9E5F4"><font size="-1" face="Verdana,Helvetica,Arial"><img src="../KB/Resources/DoDads/Books/theory.jpeg" alt="" width="50" border="0"></font></td>
					<td bgcolor="white"><font size="-1" face="Verdana,Helvetica,Arial">Wolf, Mark J. P. (Editor), Bernard Perron (Editor) (2003)<br>
							<a href="http://www.amazon.ca/exec/obidos/ASIN/0415965799/701-4298134-7849903">The Video Game Theory Reader</a><br>
							Routledge ; ISBN: 0415965799 </font></td>
				</tr>
			</table>

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