references

= = CC license/attribution? =References= A short, but growing, annotated bibliography follows. They cover a range of games and learning areas that members of the group and other contributors have found useful in their work and research. Please add any additional references to books or articles in Harvard format in the appropriate categories. It would be helpful to include some comments and some tags/categories. You can use shift-return to start a new line without creating a new bulleted item for adding the tags.

//**Journals**//
The following journals cover areas relating to games and learning:
 * [|International Journal of Games Based Learning] (IJGBL), ICI Global.
 * [|Simulation and Gaming] (S&G), Sage.

//**Articles & Book Chapters**//
Jones, R., & Whitton, N. (n.d.). ARGOSI : Alternate Reality Games for Orientation, Socialisation and Induction. Centre for Learning and Teaching, Manchester Metropolitan University. Retrieved June 23, 2011, from [].

McKee, H.I. & Porter, J.E. (2009) ‘Playing a Good Game: Ethical Issues in Researching MMOGs and Virtual Worlds’. //International Journal of Internet Research Ethics//, 2 (1) [online]. Available from: [] (Accessed November 24, 2011). > ethics, study design, MMOGs, virtual worlds
 * This paper examines the ethical issues of conducting research in virtual worlds/MMOGs. Some heuristics and a framework are provided to help researchers negotiate ethical decision-making. The second part of the paper is based on interviews with five researchers (//Second Life//, //City of Heroes//, //Lineage I & II//, etc.) about their views on research ethics in this area.

Reid, E. (1996) ‘Informed Consent in the Study of On-Line Communities: A Reflection on the Effects of Computer-Mediated Social Research’. //The Information Society: An International Journal//, 12 (2), pp:169-174. [|doi:10.1080/713856138]. > ethics, ethnography, study design, MMOGs, virtual worlds, online communities
 * Early paper on the ethics of researching online communities and what constitutes informed consent and when do you need to obtain it.

Whitton, N., Wilson, S., Jones, R., & Whitton, P. (n.d.). Innovative Induction with Alternate Reality Games. Retrieved November 24, 2011, from []

//Blog posts//
Hoyle, M.A. (2010) ‘WoW Learning: A Virtual Worlds Ethics Approval Proposal’. //WoW Learning: A Study in Learning in World of Warcraft by Michelle A. Hoyle// blog entry posted March 27. Available from: [] (Accessed November 24, 2011). > ethics, ethnography, study design, MMOGs, virtual worlds, online communities, example
 * Ethics proposal submitted for ethnographic and survey work in //World of Warcraft// at a UK higher education institution. This can serve as an example of issues to consider when preparing your own ethics proposals for work in virtual worlds or online game communities.

Steinkuehler, C. (2004) ‘What Constitutes ‘Ethical Participant Observation’ in MMOG Ethnography’. //Terra Nova// blog entry posted October 15. Available from: [] (Accessed November 24, 2011). > ethics, study design, ethnography, MMOGs, virtual worlds, online communities
 * The start of a conversation about what constitutes informed consent and legitimate participation in multiplayer game worlds by researchers, particularly those approaching their work from an ethnographic point of view.

//**Books**//
Gee, J.P. (2007) //What Video Games Have To Teach Us About Learning and Literacy//, 2nd edition. New York, NY, United States, Palgrave Macmillan. > general game-based learning, literacy, learning, identity
 * Seminal book on the usefulness of games and what we can learn about learning and motivation from games. There's a very strong focus on games and their potential for building identities in learning, which is key in problem-based learning or learning by doing.

McGonigal, J. (2011) //Reality Is Broken: Why Games Make Us Better and How They Can Change the World//, Kindle edition. Vintage Digital. > general game-based learning, game design, problem-based learning, motivation, game example
 * Aimed at a general audience, this book argues that reality is boring and difficult because, unlike games, it is broken. Central thesis is we should endeavour to turn almost everything into a game to foster learning and increase motivation. Why shouldn't learning and work be fun? 14 "fixes" for reality provided. Each fix is explained via a case study or two. First third is particularly interesting about the neuropsychology of fun.

Squire, K. (2011) //Video Games and Learning: Teaching and Participatory Culture in the Digital Age//. Teachers College Press.
 * Aimed and beginners and more experienced users of digital games-based learning. Squire builds on his own experience as player, teacher and researcher of games-based-learning to make a strong case for the efficacy of games in formal (and informal) educational situations.

Thomas, D. & Brown, J.S. (2011) //A New Culture of Learning: Cultivating the Imagination for a World of Constant Change//, Kindle edition. CreateSpace. > general games-based learning, pedagogy, education
 * This books sums up and expands upon John Seely Brown and Doug Thomas's previous work on how elements and cultures spontaneously arising in games should promote a changed culture of learning and pedagogy in education. The emphasis is on the value of play and not necessarily on specific games, although specific games are mentioned. Learning to be is a strong element.

Whitton, N. & Moseley, A. (2012) //Using Games to Enhance Learning and Teaching: A Beginner's Guide//. New York, Routledge.
 * Aimed at teachers and lecturers with little or no knowledge of the games and learning sphere, this book presents five principles for games that can be embedded into traditional or online learning environments to enhance student engagement and interactivity. Extensive case studies explore specific academic perspectives, and featured insights from professional game designers show how educational games can be designed using readily accessible, low-end technologies, providing an explicit link between theory and practice.

Whitton, N. (2009) //Learning with Digital Games: A Practical Guide to Engaging Students in Higher Education//. New York, Routledge.
 * Written for Higher Education teaching and learning professionals, this book provides an accessible, straightforward introduction to the field of computer game-based learning. Up to date with current trends and the changing learning needs of today’s students, this text offers friendly guidance, and is unique in its focus on post-school education and its pragmatic view of the use of computer games with adults.

//**Other**//
Gilbert, Z., James, G. & Gee, J.P. (2011) //EdGamer Episode 10: Games and Learning with James Gee//, [online] interview podcast. Available from: [] (Accessed November 24, 2011). > general games-based learning, learning, interview
 * An interview with James Paul Gee, where he discusses his take on gaming, learning, and education.

Whitton, N. (2007). //An Investigation into the Potential of Collaborative Computer Games in Higher Education//. Napier University School of Computing: PhD thesis.

//Reports//
 Piatt, K. (2007). //studentquest 2006 a.k.a. “Who is Herring Hale?”.// Summary project report.