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Serious Games And Simulations: Theories and Applications
Computer Education and Instructional Technology
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Please Read - Submitting your reflections
Guidelines for Reflective Journals
APA Academic Writing Guide
Digiplay in Endnote Format
Serious Games Classification
MIT - Games to teach
Educational Game Examples
Educational Games List
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Behrens, L. & Rosen, L. J. (2010). Writing and Reading Across the Curriculum (CH5). NY: Longman.
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Duke, R. (1974). Gaming: The Future's Language. SAGE Publications. (Skim Through)
Trends in Video Games and Gaming (2011), ITU-T Technology Watch Report.
Simulations and Games Overwiew Map (GIF format)
The Video Game Revolution (Video)
Huizinga, J. (1955). Homo Ludens A Study of the Play-Element in Culture. Beacon Press. Boston, USA - Chapter 1 (Eng)
Huizinga, J. (1955). Homo Ludens A Study of the Play-Element in Culture. Beacon Press. Boston, USA Chapter 1 (Tr)
Huizinga, J. (1955). Homo Ludens A Study of the Play-Element in Culture. Beacon Press. Boston, USA Chapter 12 (Eng)
Huizinga, J. (1955). Homo Ludens A Study of the Play-Element in Culture. Beacon Press. Boston, USA Chapter 12 (Tr)
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Jarvinen, A. (2007): Games without Frontiers, Theories and Methods for Game Studies and Design. PhD Thesis, University of Tampere, Finland.
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TED Presentation :Mihaly Csikszentmihalyi on flow
Thomas Malone - What makes things fun to learn
Carnagey, N. L. & Anderson, C. A. (2004). Violent video game exposure and aggression. Minerva Psichiatr.(45), p. 1-18.
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Willoughby, T., Adachi, P. J. C., & Good, M. (2011). A Longitudinal Study of the Association Between Violent Video Game Play and Aggression Among Adolescents. Developmental Psychology. DOI: 10.1037/a0026046
Anderson, C.A., & Dill, K.E. (2000). Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. Journal of Personality and Social Psychology, 78, 772-790.
Wingrove, J., & Bond, A. J. (1998). Angry reactions to failure on acooperative computer game: The effect of trait hostility, behavioural inhibition, and behavioural activation. Aggressive Behavior, 24, 27–36.
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Colwell, J. & Payne, J. (2000) Negative correlates of computer game play in adolescents. British Journal of Psychology, 91, 295–310
ESA (2012). Essential Facts about Games and Violence
Lynch, P. J., Gentile, D. A., Olson, A. A., & van Brederode, T. M. (2001). The effects of violent video game habits on adolescent aggressive attitudes and behaviors.
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Mathiak, K. and Weber, R. (2006), Toward brain correlates of natural behavior: fMRI during violent video games. Human Brain Mapping, 27: 948
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ESA 2010 Report
Williams, D., Martins, N., Consalvo, M., Ivory, J., 2009. The virtual census: Representations of gender, race and age in video games. New Media & Society 11 (5), 815-834
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Axelsson, A.-S., & Regan, T. (2002). How Belonging to an Online Group Affects Social Behavior - a Case Study of Asheron's Call. Redmond, Washington: Microsoft Research.
TED Presentation:Jane McGonigal: Gaming can make a better world
Becker, K. (2006). Pedagogy in Commercial Video Games. In D. Gibson, C. Aldrich & M. Prensky (Eds.), Games and Simulations in Online Learning: Research and Development Frameworks: dea Group Inc
edWeb's collaborative Games For Learning Database
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Daphne Bavelier: Your brain on video games
Pablo Moreno-Ger, Daniel Burgos, Javier Torrente: Digital games in e-Learning environments: current uses and emerging trends. Simulation & Gaming 40 (5), pp. 669-687.
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Design Documents of Commercial Games
Pagulayan, R. J., Keeker, K., Wixon, D., Romero, R. L., & Fuller, T. (2003). User-centered design in games.
Kaplan Akilli, G. & Cagiltay, K. (2006). An Instructional Design/Development Model for the Creation of Game-like Learning Environments
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Federoff, M.A. (2002). Heuristics and Usability Guidelines for the Creation and Evaluation of Fun in Video Games. MS Thesis, Department of Telecommunications, Indiana University, Bloomington, Indiana, USA, 2002
Laitinen, S. (2005, Jun 6). Better Games Through Usability Evaluation and Testing. retrieved from
Cornett S. (2004). The Usability of Massively Multiplayer Online Roleplaying games: Designing for New Users. Proceedings of the SIGCHI conference on Human factors in computing systems, 6(1), pp 703-710
Jørgensen, A.H. (2004). Marrying HCI/Usability and Computer Games: A Preliminary Look. In Proceedings of NordiCHI. pp. 393-396.
Sicart, M. (2009). the Ethics of Computer Games, MIT Press:Cambridge, MA (Chapter 2)
Sicart, M. (2009). the Ethics of Computer Games, MIT Press:Cambridge, MA (Chapter 4)
Zagal, J. P. (2009). Ethically Notable Videogames: Moral Dilemmas and Gameplay, Proceedings of Digital Games Research Association (DiGRA), retrieved on April, 20 2010 from