Book Index |

Version Compare

Back to page history

Version User Scope of changes
Apr 23 2007, 7:29 AM EDT (current) aac74 104 words added
Apr 23 2007, 7:18 AM EDT aac74 53 words added

Changes

Key:  Additions   Deletions
A list of books on topics relevant to serious games.

Click on the title to go to that book's wiki page.
If you have read the book please leave a comment on the book's page.

Hamlet on the Holodeck - Janet H. Murray - 1997
Interactive tales, more versatile structures, stories as games, and games as stories.

Serious Games - Clark C. Abt - 1970
The author explores the ways in which games can be used to instruct and inform as well as provide pleasure.

Games And Simulations in Online Learning: Research and Development Frameworks - David Gibson - Clark Aldrich - Marc Prensky - 2006
Examines the potential of games and simulations in online learning, and how the future could look as developers learn to use the emerging capabilities of the Semantic Web.

Digital Game-Based Learning - Marc Prensky - 2004
Systematically analyzed the contexts and events of training and has synthesized a logical framework for digital game-based learning.

Simulations and the Future of Learning: An Innovative (and Perhaps Revolutionary) Approach to e-Learning - Clark Aldrich - 2003
Clark Aldrich…has written a book that will revolutionize e-learning in both education and industry.

Learning by Doing: A Comprehensive Guide to Simulations, Computer Games, and Pedagogy in e-Learning and Other Educational Experiences - Clark Aldrich - 2005
Designed for learning professionals and drawing on both game creators and instructional designers, Learning by Doing explains how to select, research, build, sell, deploy, and measure the right type of educational simulation for the right situation.

Engaging Learning: Designing e-Learning Simulation Games (Pfeiffer Essential Resources for Training and HR Professionals) - Clark N. Quinn - 2005
Learning is at its best when it is goal-oriented, contextual, interesting, challenging, and interactive. These same winning characteristics also define the best computer games, which suggests that the most effective learning experiences are also engaging.

Second Life: The Official Guide - Michael Rymaszewski - 2006
Hit the digital ground running with Second Life: The Official Guide, the ultimate travel reference to this exciting new "metaverse." Get all the information you'll need to create your avatar, navigate the landscape, and build your in-World business to produce real-world profits.

Everything Bad Is Good for You: How Today's Popular Culture Is Actually Making Us Smarter - Steven Johnson - 2005
In his fourth book, Everything Bad Is Good for You, iconoclastic science writer Steven Johnson (who used himself as a test subject for the latest neurological technology in his last book, Mind Wide Open) takes on one of the most widely held preconceptions of the postmodern world--the belief that video games, television shows, and other forms of popular entertainment are detrimental to Americans' cognitive and moral development. Everything Good builds a case to the contrary that is engaging, thorough, and ultimately convincing.