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Serious Games And Simulations: Theories and Applications
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Education
Computer Education and Instructional Technology
CEIT506-EN
Konu 9
Gunder, A. (2003). As if by magic: On Harry Potter as a novel and a computer game. In M. Copier & J. Raessens (Eds): Level up: Digital games research conference. Utrecht: Utrecht University.
Gunder, A. (2003). As if by magic: On Harry Potter as a novel and a computer game. In M. Copier & J. Raessens (Eds): Level up: Digital games research conference. Utrecht: Utrecht University.
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HarryPotterGameDesign_Digra2003.pdf
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◄ Adams, E. (2010). Fundamentals of Game Design (2nd Ed). New Riders: Berkeley, CA. Chapter 12 - General Principles of Level Design
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News forum
Syllabus
Please Read - Submitting your reflections
Guidelines for Reflective Journals
APA Academic Writing Guide
Digiplay in Endnote Format
Serious Games Classification
Plagiarism Test
MIT - Games to teach
Educational Game Examples
Educational Games List
Behrens, L. & Rosen, L. J. (2010). Writing and Reading Across the Curriculum (CH1-2). NY: Longman.
Behrens, L. & Rosen, L. J. (2010). Writing and Reading Across the Curriculum (CH3-4). NY: Longman.
Behrens, L. & Rosen, L. J. (2010). Writing and Reading Across the Curriculum (CH5). NY: Longman.
Khoo, A. (2012). Video games as moral educators? Asia Pacific Journal of Education, 32(4), 416-429.
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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)
Caillois, R. (1958). Les, jeux et les hommes (Man, play, and games). Librairie Gallimard, Paris. Chapter1
Caillois, R. (1958). Les, jeux et les hommes (Man, play, and games). Librairie Gallimard, Paris. Chapter 2
And, M. (2003). Oyun ve Bügü. İstanbul: Yapı Kredi Yayınları.
Jarvinen, A. (2007): Games without Frontiers, Theories and Methods for Game Studies and Design. PhD Thesis, University of Tampere, Finland.
Djaouti, D., Alvarez, J., Jessel, J.P., Methel, G. & Molinier, P. (2008). A Gameplay Definition through Videogame Classification, International Journal of Computer Games Technology, Vol. 2008, Article ID 470350
Elverdam, C. & Aarseth, E. (2007). Game Classification and Game Design: Construction Through Critical Analysis, Games and Culture, 2(1), 3-22
Juul, J. (2003). The Game, the Player, the World: Looking for a Heart of Gameness, Keynote presented at the Level Up conference in Utrecht, November 4th-6th 2003, reveived on September 2010, from http://www.jesperjuul.net/text/gameplayerworld/
Csikszentmihalyi, M (1990). Flow : The Psychology of Optimal Experience. Harper Perennial, London. Flow Chapter 2
Malone, T. & Lepper (1987). Making Learning Fun: A Taxonomy of Intrinsic Motivations for Learning. In Snow, R. & Farr, M. J. (Ed), Aptitude, Learning, and Instruction Volume 3: Conative and Affective Process Analyses. Hillsdale, NJ
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Weber, R., R. Tamborini, et al. (2009). "Theorizing Flow and Media Enjoyment as Cognitive Synchronization of Attentional and Reward Networks." Communication Theory 19(4): 397-422.
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.
Cunningham, A.S. & Engelstätter, B. & Ward, M. R. (2011). Understanding the Effects of Violent Video Games on Violent Crime
Goldstein, J. (2000). Effects of electronic games on children. Electronic Games. p.1-16
Griffiths, M. (1999). Violent video games and aggression: A review of literature. Aggression and Violent Behavior, Vol. 4, No. 2, pp 203-212.
Grodal, T. (2000). Video Games and the Pleasure of Control. in: D. Zillmann & P.Vorderer, (Eds.). Media entertainment: The psychology of its appeal (pp 197-213). Mahwah, NJ: Lawrence Erlbaum Associates.
Olson, C. K. (2010). Children’s Motivations for Video Game Play in the Context of Normal Development. Review of General Psychology © 2010 American Psychological Association, 14(2), 180–187
Parks, A., Sweeting, H., Wight, D., Henderson, M. (2013). Do television and electronic games predict children’s psychosocial adjustment? Longitudinal research using the UK Millennium Cohort Study. Arch Dis Child.
Weber, R., Ritterfield, U. & Kostgina, A. (2006) Aggression and Violence as Effects of Playing Violent Video Games? In P. Vorderer & J. Bryant (Eds.), Playing Video Games: motives, responses and consequences (pp. 347-361). Mahwah, NJ
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.
Bensley, L., & Van Eenwyk, J. (2001). Video games and real-life aggression: Review of the literature. Journal of Adolescent Health, 29, 244-257.
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.
Sherry, J. (2001). The effects of violent video games on aggression: A meta-analysis. Human Communication Research, 27, 409–431.
Mathiak, K. and Weber, R. (2006), Toward brain correlates of natural behavior: fMRI during violent video games. Human Brain Mapping, 27: 948
Weber, R., Ritterfeld, U. & Mathiak, K. (2006). Does Playing Violent Video Games Induce Aggression? Empirical Evidence of a Functional Magnetic Resonance Imaging Study. Media Psychology, 8(1), 39-60.
Anguera et al. (2013). Video game training enhances cognitive control in older adults. Nature, 501.
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
Weisman, S. (1983). Computer games for the frail elderly, Gerontologist, vol. 23 (4), 361 63
Noble, R. , Ruiz, K., Destefano, M., and Mintz, J. (2003). Conditions of Engagement in Game Simulation: Contexts of Gender, Culture and Age, Level Up: Digital Games Research Conference. In Marinka C. & Joost R. (Eds) DIGRA: Utrecht University, 2003.
Subrahmanyam K. & Greenfield, P.M. 1998. Computer games for girls: What makes them play? In Cassell, J. & Jenkins, (Ed.), From Barbie to Mortal Combat: Gender and Computer Games.
Cole, H. & Griffiths, M. (2007) Social Interactions in Massively Multiplayer Online Role-Playing Gamers, Cyberpsychology & Behavior, Vol. 10, No. 4, pp. 575 583.
Manninen T. (2000) Interaction in Networked Virtual Environments as Communicative Action - Social Theory and Multi-player Games. In proceedings of CRIWG2000 Workshop, October 18-20, Madeira, Portugal, IEEE Computer Society Press
Tamborini, R., & Skalski, P. (2006). The role of presence in the experience of electronic games. In P. Vorderer & J. Bryant (Eds.), Playing video games: Motives, responses, and consequences (pp. 225 40). Mahwah, NJ: Lawrence Erlbaum Associates
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
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Bopp, M. M. (2008). Storytelling and Motivation In Serious Games,
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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
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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)
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Bopp, M. M. (2008). Storytelling and Motivation In Serious Games, ►
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