Learning in Video Games

January 13, 2007

Webliography

Filed under: Uncategorized — Axle @ 7:15 pm

The following is a bibliography of books, websites, academic papers, and other resources that may be helpful. Please let us know if we are missing any good other resources.

Recommended books on gaming

General research on games

Video Game Research Websites

Selected Papers

Aarseth, E. (2003) Playing Research: Methodological approaches to game analysis

Consalvo, M. (2003) Game analysis: Developing a methodological toolkit for the qualitative study of games

Manninen , T. (1999) Interaction Forms and Communicative Actions in Multiplayer Games

Parker, K. (2003) Free Play The politics of the video game From Reason Magazine via Boing Boing: http://reason.com/0404/fe.kp.free.shtml

Taylor , T. L. (2001) Living Digitally: Embodiment in Virtual Worlds From R. Schroeder (Ed.) The Social Life of Avatars:Presence and Interaction in Shared Virtual Environments. London: Springer-Verlag, 2002.

Thomas, P. and Macredie, R. (1994). Games and the design of human-computer interfaces. Educational Technology 31: 134-142.

Video Games and Aggressive Thoughts, Feelings, and Behavior in the Laboratory and in Lifehttp://www.apa.org/journals/psp/psp784772.html

Wardip-Fruin, N. and Harrigan, P. (2004). First Person : New Media as Story, Performance, and Game. MIT Press. Cambridge, MA.

Gender and gaming websites

Selected Papers

Bryce, J. and Rutter, J. Killing Like a Girl: Gendered Gaming and Girl Gamers Visibility in CGDC Conference Proceedings, F. Mayra (ed.), Tampere: TampereUniversity Press, 2002.

Carr, D. Contexts, Pleasures and Preferences: Girls Playing Computer Games, DiGRA Conference, 2005.

Cassell, J. and Jenkins, H., (eds.), (1999), From Barbie to Mortal Kombat: Gender and Computer Games, MIT Press, Cambridge, MA.

Flanagan, M. Hyperbodies, Hyperknowledge: Women in Games, Women in Cyberpunk, and Strategies of Resistance in reload: rethinking women + cyberculture. Cambridge: MIT Press, 425-454, 2002. Kennedy, H., Lara Croft: Feminist Icon or CyberbimboGame Studies, February 2002.

Kerr, A. Women Just Want to Have Fun: A Study of Adult Female Players of Digital Games in Level Up Conference Proceedings, M. Copier & J. Raessens (eds.), Utrecht: Universiteit Utrect, 2003.

Mortensen, Torill and Corneliussen, H. The Non-sense of Gender in NeverWinter Nights, Women in Games Conference, 2005.

Schott, Gareth and Horrell, Kirsty R. Girl Gamers and Their Relationship with the Gaming Culture, Convergence, v. 6, n.4, 36-53, 2000. Taylor, T.L. Multiple Pleasures: Women and Online Gaming, Convergence, v.9, n.1, 21-46, 2003.

Game-based learning

Selected Papers

Dubbels, B. (2003) Video Games as Metaphor for Learning and Curriculum Design

Egenfeldt-Nielsen, S. (2003). Review of the research on educational usage of games

Garris, R. , & Ahlers, R. (2003). Games, motivation, and learning: A research and practice model

Jenkins, H (2002). A Game Theory On How To Teach Kids , MIT Technology Review.

Keller, J. M., & Suzuki, K. (1988). Use of the ARCS motivation model in courseware design. In D. H. Jonassen (Ed.). Instructional designs for microcomputer courseware. Hillsdale, NJ: Lawrence Erlbaum.

Malone, T.W. (1981a). Toward a theory of intrinsically motivating instruction. Cognitive Science 4: 333-369.

Malone, T.W. (1981b) What makes computer games fun? Byte 6: 258-277

Malone, T. W., & Lepper, M. R. (1987). Making learning fun: A taxonomy of intrinsic motivations for learning. In R. E. Snow & M. J. Farr (Eds.). Aptitude, learning and instruction. Volume 3: Conative and affective process Analysis. Hillsdale, NJ: Lawrence Erlbaum.Rideout, V.J., Vandewater, E.A., & Wartella, E.A. (2003) Zero to Six: Electronic Media in the Lives of Infants, Toddlers and Preschoolers.

Rieber, L. P. (1996). Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games. Educational Technology Research & Development, 44(2), 43-58.

Rivers, R. (1990). The role of games and cognitive models in the understanding of complex dynamic systems. In: Proceedings of INTERACT ‘90, Diaper, D. et al (eds.), Elsevier, North Holland, pp. 87-92.

Squire, K. (2002) Video Games in Education.

Academic Projects and Organizations

  • BECTA - British Educational Computer and Technology Association
  • DigiPlay - Universities of Manchester and Central Lancashire
  • E-GEMS - Electronic Games for Education in math and Science
  • Learning Federation American Federation of Scientists, Microsoft, et al.
  • MIT Games To Teach Project - MIT
  • TEEM - Teachers Evaluating Educational Multimedia

Company Websites

Research on MMOGs and MMORPGs

  • TerraNova - blog for online massively multiplayer online games (MMOG and MMORPG) games research
  • The Daedalus Project - Nick Yee’s extensive statistics and research page on MMOGs.
  • MMOGCHART.COM - Demographics and statistics of MMORPG players.

Video game research journals

  • Game Studies - International Journal of Computer Game Research - a crossdisciplinary journal on game research.
  • Games and Culture - A journal published by Sage Publications.

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