Resources for Your Inner Gamer
Beck, John C., and Mitchell Wade. 2004. Gaming the future. Across the Board 42 (1): 48-54. (Available in Business Source Premier)
Beck, John C., and Mitchell Wade. 2004. Got game: How the gamer generation is reshaping business forever. Boston: Harvard Business School.
Dickey, Michele D. 2005. Engaging by design: How engagement strategies in popular computer and video games can inform instructional design. Educational Technology Research & Development 53 (2):67-83. (Available in Academic Search Premier)
Entertainment Software Association. Game player data. http://www.theesa.com/facts/gamer_data.php .
Foreman, Joel. 2004. Game-based learning: How to delight and instruct in the 21st century. Educause Review 39 (5):50-66. http://www.educause.edu/ir/library/pdf/erm0454.pdf .
Gaming in Libraries. http://gaminginlibraries.org/ .
Gee, James P. 2003. What video games have to teach us about learning and literacy. New York: Palgrave Macmillan.
Greenfield , Patricia M. 1984. Mind and media: The effects of television, video games, and computers. Cambridge, MA: Harvard University Press.
Kiili, Kristian. 2005. Digital game-based learning: Towards an experiential gaming model. Internet and Higher Education 8, (1):13-24. (Available in Elsevier Science Direct)
Jones, Steve. Let the games begin: Gaming technology and entertainment among college students. Pew Internet & American Life Project. http://www.pewinternet.org/pdfs/PIP_College_Gaming_Reporta.pdf .
Kipnis, Daniel G., and Gary M. Childs. 2004. Educating Generation X and Generation Y: Teaching tips for librarians. Medical Reference Services Quarterly 23 (4): 25-33.
Prensky, Marc. 2001. Digital game-based learning. New York: McGraw-Hill.
----. 2001. Digital natives, digital immigrants, part II: Do they really think differently? http://www.marcprensky.com/writing/default.asp .
----. 2005. “Engage me or enrage me”: What today’s learners demand. Educause Review 40 (5): 60-65. http://www.educause.edu/er/erm05/erm0553.asp .
Ryan, Marie-Laure. 2001. Beyond myth and metaphor: The case of narrative in digital media. Game Studies 1(1). http://www.gamestudies.org/0101/ryan/ .
Squire, Kurt, and Henry Jenkins. 2003. Harnessing the power of games in education. InSight 3(1):5-33. http://www.ael.org/snaps/InSight%5F3%2D1%5Fvision%2Epdf .
Squire, Kurt, Henry Jenkins, and Heather Miller, et al. 2003. Design principles of next-generation digital gaming for education. Educational Technology 43, (5):17-23.
Van Eck, Richard. 2006. Digital game-based learning: It’s not just the digital natives who are restless. Educause Review 41 (2): 16-30. http://www.educause.edu/ir/library/pdf/erm0620.pdf
Justine Martin is the Instruction Coordinator at Minnesota State University, Mankato in Mankato, MN. Her e-mail is email@example.com
Robin Ewing is the Access Services Coordinator at St. Cloud State University in St. Cloud, MN. Her e-mail is firstname.lastname@example.org