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Books on Gaming and Simulations

The following are recommended books on gaming and simulations, especially as related to learning and training. For more information about any of the books listed on this page, click the book title to go to Amazon.com.

 

The Kids are Alright: How the Gamer Generation is Changing the Workplace

by John Beck and Mitchell Wade
Harvard Business School Press, 2006

 

Joystick Nation, How Videogames Ate Our Quarters, Won Our Hearts and Rewired Our Minds

by J.C. Herz
Little Brown, 1997

extra lifeExtra Life, Coming of Age in Cyberspace

By David Bennehum
Basic Books, 1998

 

 

Digital Game-Based Learning

by Marc Prensky
McGraw-Hill, 2001.

Game Development Essentials: An Introduction

by Jeannie Novak

 

Endangered Minds: Why Children Don't Think and What We Can Do About It

by Jane Healy
Simon & Schuster, 1990.

Rules of Play

by Katie Salin and Eric Zimmerman
MIT Press, 2003

 

Amusing Ourselves to Death

by Neil Postman
Penguin, 1985.

Man, Play and Games

By Roger Caillois
Free Press, 1961

 

Deep Play

By Diane Ackerman
Random House, 1999


Thiagi's 100 Favorite Games (Pfeiffer Essential Resources for Training and HR Professionals) by Sivasailam "Thiagi" Thiagarajan 2006
  Skurzynski, Gloria, Know the Score: Videogames in Your High Tech World, Bradbury, 1994.
Negroponte, Nicholas, Being Digital, Vintage, 1996.   Sheff, David and Andy Eddy, Game Over: Press Start to Continue, Hodder and Stoughton, 1999.
Healy, Jane M., Failure to Connect: How Computers Affect Our Children's Minds and What We Can Do About It, Simon & Schuster, 1998.   Avedon, Elliot and Brian Sutton-Smith eds., The Study of Games, Wiley & Sons, 1971.




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