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Bogost, Ian. Persuasive Games: The Expressive Power of Videogames. Cambridge, MA: MIT Press, 2007.
Castronova, Edward. Synthetic Worlds: The Business and Culture of Online Games. Chicago, IL: University of Chicago Press, 2005.
Deterding, Sebastian, Dan Dixon, Rilla Khaled, and Lennart Nacke. From Game Design Elements to Gamefulness: Defining Gamification, Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments. City New York, NY: ACM Press, 2011.
Edery, David, and Ethan Mollick. Changing the Game: How Video Games Are Transforming the Future of Business. Upper Saddle River, NJ: FT Press, 2009.
Gee, James Paul. What Video Games Have to Teach Us About Learning and Literacy. New York, NY: Palgrave Macmillan, 2003.
Koster, Raph. A Theory of Fun for Game Design. Scottsdale, AZ: Paraglyph Press, 2005.
Lazzaro, Nicole. Why We Play Games: Four Keys to More Emotion Without Story. 2004. .
McGonigal, Jane. Reality Is Broken: Why Games Make Us Better and How They Can Change the World. New York, NY: Penguin, 2011.
Pink, Daniel. Drive: The Surprising Truth About What Motivates Us. New York, NY: Riverhead, 2009.
Radoff, Jon. Game On: Energize Your Business with Social Media Games. Indianapolis, IN: Wiley, 2011.
Reeves, Byron, and J. Leighton Read. Total Engagement: Using Games and Virtual Worlds to Change the Way People Work and Businesses Compete. Boston, MA: Harvard Business School Publishing, 2009.
Rigby, Scott, and Richard Ryan. Glued to Games: How Video Games Draw Us In and Hold Us Spellbound. Santa Barbara, CA: Praeger, 2011.
Robertson, Margaret. Can’t Play, Won’t Play, Hide&Seek, , October 6, 2010.
Salen, Katie, and Eric Zimmerman. Rules of Play: Game Design Fundamentals. Cambridge, MA: MIT Press, 2004.
Schell, Jesse. The Art of Game Design: A Book of Lenses. Burlington, MA: Morgan Kaufmann, 2008.
Sheldon, Lee. The Multiplayer Classroom: Designing Coursework as a Game. Boston, MA: Cengage Learning, 2012.
Squire, Kurt. Video Games and Learning: Teaching and Participatory Culture in the Digital Age. New York: Teachers College Press, 2011.
Thomas, Douglas, and John Seely Brown. A New Culture of Learning: Cultivating the Imagination for a World of Constant Change. CreateSpace, 2011.