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
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Joystick Nation, How Videogames Ate Our Quarters, Won Our Hearts and Rewired Our Minds
by J.C. Herz
Little Brown, 1997 |
Extra Life, Coming of Age in Cyberspace
By David Bennehum
Basic Books, 1998
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Digital Game-Based Learning
by Marc Prensky
McGraw-Hill, 2001. |
Game Development Essentials: An Introduction
by Jeannie Novak
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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 |
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Amusing Ourselves to Death
by Neil Postman
Penguin, 1985. |
Man, Play and Games
By Roger Caillois
Free Press, 1961 |
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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
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Skurzynski, Gloria, Know the Score: Videogames in Your High Tech World, Bradbury, 1994. |
| Negroponte, Nicholas, Being Digital, Vintage, 1996. |
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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. |
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Avedon, Elliot and Brian Sutton-Smith eds., The Study of Games, Wiley & Sons, 1971. |
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Books on learning
Books on Evaluation and Assessment
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