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| · Ackerman, Diane, Deep Play, Random House, 1999. | | · Avedon, Elliot and Brian Sutton-Smith eds., The Study of Games, Wiley & Sons, 1971. | | · Bartle, Richard. Designing Virtual Worlds, New Riders, 2003 | | · Beck, John C. and Mitchell Wade. Got Game: How the Gamer Generation is Reshaping Business Forever, Harvard Business school Press, 2005 | | · Bennehum, David S., Extra Life, Coming of Age in Cyberspace, Basic Books, 1998. | | · Caillois, Roger, Man, Play and Games, Free Press, 1961 | | · Caine, Rennate Numela and Geoffrey Caine, Making Connections: Teaching and the Human Brain, Addison Wesley, 1991. | | · Cassell, Justine, and Henry Jenkins, eds., From Barbie to Mortal Kombat: Gender and Computer Games, MIT Press, 1998. | | · Crawford, Chris, The Art of Computer Game Design, Osborne/McGraw-Hill 1982. | | · Crawford, Chris, The Art of Interactive Design, No Starch Press, 2002. | | · Csikszentmihalyi, Mihaly, Flow: the Psychology of Optimal Experience, Harper & Row, 1990. | | · Darley, Andrew, Visual Design Culture: Surface Play and Spectacle in New Media Genres, Routledge, 2000. | | · Davis, Stan, and Jim Botkin, The Monster Under the Bed, Simon & Schuster, 1994. | | · Dewey, John, Democracy and Education; An Introduction to the Philosophy of Education, New York, Macmillan, 1916 | | · Diamond, Marian, Enriching Heredity: The Impact of the Environment on the Anatomy of the Brain, The Free Press, 1988. | | · Dodsworth, Clark, ed., Digital Illusion: Entertaining the Future with High Technology, Addison-Wesley, 1997 | | · Erlbach, Arlene, Video Games – How It’s Made, Lerner, 1994 | | · Faber, Liz, Computer Games Graphics, Watson-Guptill, 1998 | | · Freeman, David. Creating Emotion in Games: The Craft and Art of Emotioneering, New Riders, 2003 | | · Gee, James Paul. What Videogames HaveTo Teach Us About Learning and Literacy, Palgrave McMillan 2004 | | · Goldstein, Jeffrey and Joost Raessens, eds. Handbook of Computer Game Studies, MIT Press, 2003. | | · Gopnick, Alison, Andrew N. Meltzoff, and Patricia K. Kuhl, The Scientist in the Crib: Minds, Brains, and How Children Learn, William Morrow, 1999. | | · Greenfield Patricia M., and Rodney R. Cocking, Eds., Interacting with Video, Ablex, 1996. | | · Greenfield, Patricia M., Mind and Media: The Effects of Television, Video Games and Computers, Harvard, 1984. | | · Healy, Jane M. , Endangered Minds: Why Children Don't Think and What We Can Do About It, Simon & Schuster, 1990. | | · Healy, Jane M., Failure to Connect: How Computers Affect Our Children's Minds and What We Can Do About It, Simon & Schuster, 1998. | | · Herman, Leonard, Phoenix: The Fall and Rise of Videogames, Rolenta Press, 1997 | | · Herz, J. C., Joystick Nation, How Videogames Ate Our Quarters, Won Our Hearts and Rewired Our Minds, Little Brown and Company, 1997. | | · Huizinga, Johan, Homo Ludens: A Study of the Play Element in Culture, Beacon, 1955. | | · Kinder, Marsha, Playing With Power in Movies Television and Videogames, U Cal, 1991. | | · Koster, Rafe. A Theory of Fun For Game Design, Paraglyph, 2005. | | · Levin, Madeline, See No Evil: A Guide to Protecting Our Children from Media Violence, Jossey-Bass, 1998. | | · Loftus, Geoffrey, and Elizabeth R. Loftus, Mind at Play: The Psychology of Video Games, Basic Books, 1983. | | · McCloud, Scott, Understanding Comics: The Invisible Art, Kitchen Sink Press, 1993 | | · McLuhan, Marshall, and Quentin Fiore, The Medium Is the Massage: An Inventory of Effects, Bantam Books, 1967. | | · McLuhan, Marshall, and Quentin Fiore, War and Peace in the Global Village, 1968 (reprinted by Hardwired, 1997.) | | · McLuhan, Marshall, Understanding Media, Routledge and Kegan Paul, 1964. | | · Meigs, Tom. Ultimate game Design: Building Game Worlds, McGraw-Hill Osborne, 2003 | | · Mencher, Marc, Get in the Game! Careers in the Game Industry, Pearson, 2002. | | · Modeling and Simulation: Linking Entertainment and Defense, National Academy Press, 1997. | | · Murray, Janet H., Hamlet on the Holodeck: The Future of Narrative in Cyberspace, MIT, 1997. | | · Negroponte, Nicholas, Being Digital, Vintage, 1996. | | · Olesky, Walter, Video Game Designer (“Cool Careers”) Rosen, 2000 | | · Osofsky, Joy D., ed., Children in a Violet Society, Guilford, 1998 | | · Papert, Seymour, The Children’s Machine. Basic Books, 1992. | | · Pesce, Mark, The Playful World: How Technology is Transforming Our Imagination, Ballentine, 2000. | | · Poole, Steven, Trigger Happy: Videogames and the Entertainment Revolution, Arcade, 2000 | | · Postman, Neil, Amusing Ourselves to Death Penguin, 1985. | | · Postman, Neil, The End of Education, Alfred A. Knopf, 1995. | | · Prensky, Marc, Digital Game-Based Learning, McGraw-Hill, 2001 | | · Provenzo, Eugene, Video Kids – Making Sense of Nintendo, Harvard, 1991. | | · Rollings, Andrew and Dave Morris, Game Architecture and Design, Coriolis, 1999 | | · Rollings, Andrew and Ernest Adams, Andrew Rollings and Ernest Adams on Game Design, New Riders, 2003 | | · Rose, Colin & Malcolm J. Nicholl., Accelerated Learning for the 21st Century, Dell, 1997. | | · Rouse, Richard III. Game Design: Theory & Practice, Wordware, 2003. | | · Salin, Katie and Eric Zimmerman, Rules of Play: Game Design Fundamentals, MIT Press, 2003. | | · Salzman, Marc, ed., Game Design: Secrets of the Sages, Brady Games 1999. | | · Schank, Roger, Virtual Learning, McGraw-Hill 1997. | | · Sheff, David and Andy Eddy, Game Over: Press Start to Continue, Hodder and Stoughton, 1999. | | · Sheff, David, Video games: A Guide for Savvy Parents, Random House Trade, 1994. | | · Sheldon, Lee. Character Development and Storytelling for Games, Muska and Lippman, 2004 | | · Skurzynski, Gloria, Know the Score: Videogames in Your High Tech World, Bradbury, 1994. | | · Smith, Frank, The Book of Learning and Forgetting, TC Press, Columbia University, 1998. | | · Stoll, Clifford, High Tech Heretic: Why Computers Don't Belong in the Classroom and Other Reflections by a Computer Contrarian, Doubleday, 1999. | | · Sudnow, David, Pilgrim in the Microworld: Eye, Mind, and the Essence of Video Skill, Heinemann, 1983 | | · Tapscott, Don, Growing Up Digital: The Rise of the Net Generation, McGraw-Hill, 1998. | | · Turkle, Sherry, Life on the Screen: Identity in the Age of the Internet, Weidenfeld & Nicholson, 1995. | | · Turkle, Sherry, The Second Self: Computers and the Human Spirit, Simon and Schuster, 1984. | | · Wolf, Mark and Perron, Bernard, eds., The Video Game Theory Reader, Routledge, 2003. |
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