Resources

 
 

Online Reading and Listening

shawn rider dot com
Shawn Rider - "writer, artist, teacher and programmer" - on his personal website offers a wealth of information on the gaming world along with info and links on many, many other tech and non-tech interests. Shawn is currently a Web Technologist for the PBS production TeacherLine and is the founding editor of GamesFirst.com, "a long-running independent videogame review website."
The Blurring of Work and Play
Nicholas Yee offers a concise analysis of the phenomenon of Massively Multiplayer Online Role-Playing Games drawing on the work of Julian Dibbell and his own research.

“The blurring of work and play in MMORPGs has three primary forces - economic profiteering from the sales of virtual goods, the growing resemblance of play to real work, and the embedding of real work into these environments...”

A Rape in Cyberspace
A disturbing look at a severe (common?) case of sexual violence in one online gaming community by author and veteran gamer Julian Dibbell (Play Money - see below).
Dream Machines
Check out the essay by Will Wright in Wired on the potential and possibilities of video gaming.

“The human imagination is an amazing thing. As children, we spend much of our time in imaginary worlds, substituting toys and make-believe for the real surroundings that we are just beginning to explore and understand. As we play, we learn. And as we grow, our play gets more complicated. We add rules and goals. The result is something we call games. Now an entire generation has grown up with a different set of games than any before it - and it plays these games in different ways….”

Spore - A True "Video" Game
Listen to and view a demonstration of the new game “Spore,” by it’s creator, Will Wright, creator of the Simms games. In this game the player controls the evolution of creatures, cultures, and a world.
Digital Game-Based Learning
Educators are discovering the power and potential of digital games as learning tools. Check the article by Richard Van Eck.

“With the widespread public interest in games as learning tools, DGBL proponents now need to explain why games are engaging and effective and how those principles can be leveraged to best integrate games into the learning process.

The Association for the Study of Play
 

“TASP is a multidisciplinary organization whose purpose is to promote the study of play, to support and cooperate with other organizations having similar purposes, and to organize meetings and publications that facilitate the sharing and dissemination of information related to the study of play. TASP publishes a regular, extensive newsletter that includes book reviews, research updates in different disciplines, and other information. In 1998, TASP began to publish an Annual Volume of Play and Culture Studies.”

Lego Serious Play and Art Lab
The Centre for Creative Media Research, based at Bournemouth Media School, is collaborating with the Lego Group to explore the ways in which creative construction of objects can unlock feelings and insights into everyday experience, and people's learning.
Mind Maps - Visual Complexity
VisualComplexity.com intends to be a unified resource space for anyone interested in the visualization of complex networks.
 

Mind Map Examples
Examples of Mind Maps that have been drawn for a variety of different purposes. Some are hand drawn and some have been produced on the Mind Mapping software, MindManager.

Books to Explore

Book Cover REFERENCE
Ray, Sheri Graner. Gender Inclusive Game Design: Expanding the Market (1st Edition). Charles River Media, 2003.

DESCRIPTION
"Women and girls of today are more tech savvy than ever before and research shows that they currently make up over 52% of Internet users and 70% of casual online gamers. Why then, is the game industry still producing computer games that primarily target males ages 13-25?" (Book description)

Buy on Amazon.com

Book Cover REFERENCE
Brathwaite, Brenda. Sex in Video Games (1st Edition). Charles River Media, 2006.

DESCRIPTION
"When is sex appropriate in a game? How far is too far? ... So far, there are no definitive answers to these questions. Sex in Video Games provides insight into this issue and presents guidelines and answers by studying the history of sexual content use in games and within the industry itself." (Book description)

Buy on Amazon.com

Book Cover REFERENCE
Taylor, T.L. Play Between Worlds: Exploring Online Game Culture. MIT Press, 2006.

DESCRIPTION
"Refuting the idea that playing video games is an act of isolation undertaken by teenaged boys in dark basement rooms, Taylor presents the world of online gaming as a thriving social scene where players create friendships that transcend the digital domain." (Publishers Weekly)

Buy on Amazon.com

Play Money: Or, How I Quit My Day Job and Made Millions Trading Virtual Loot REFERENCE
Dibbell, Julian. Play Money or How I Quit My Day Job and Made Millions Trading Virtual Loot. Basic Books, 2006.

DESCRIPTION
"Funny and uncommonly thoughtful, Dibbell takes us into the computer fantasyland, introducing us to real-world game players, virtual economies and the places they interact." (Publishers Weekly)

Buy on Amazon.com

Book Cover REFERENCE
Ackerman, Diane. Deep Play. New York: Vintage, 2000. 

DESCRIPTION
A naturalist and poet, Ackerman describes various forms of “deep play” (also known as “flow”) from rock climbing to experiencing the outdoors.

Buy on Amazon.com

Book Cover REFERENCE
Castronova, Edward. Synthetic Worlds. Chicago: University of Chicago Press, 2005. On reserve.

DESCRIPTION
text

Buy on Amazon.com

Book Cover REFERENCE
Chaplin, Heather, and Aaron Ruby. Smartbomb. Chapel Hill: Algonquin, 2005.

DESCRIPTION
Explores the current culture of videogaming—it’s creators and players.

Buy on Amazon.com

Book Cover REFERENCE
Csikszentmihalyi, Mihaly. Beyond Boredom and Anxiety. San Francisco: Jossey-Bass Publishers, 1975. UI Library, BF515C85.

DESCRIPTION
This book reports on the research on “flow.”

Buy on Amazon.com

Book Cover REFERENCE
Csikszentmihalyi, Mihaly. Creativity: Flow and the Psychology of Discovery and Invention. New York: HarperPerennial, 1996. LCSC Library, BF408C77.

DESCRIPTION
“This book is about creativity, based on histories of contemporary people who know about it firsthand. It starts with a description of what creativity is, it reviews the way creative people work and live, and it ends with ideas about how to make your life more like that of the creative exemplars I studied” (1).

Buy on Amazon.com

Book Cover REFERENCE
Csikszentmihalyi, Mihaly. Flow, the Psychology of Optimal Experience. New York : Harper & Row, c1990. NIC Library, BF575.H27

DESCRIPTION
text

Buy on Amazon.com

Book Cover REFERENCE
Lytle, Donald E. (ed). Play and Educational Theory and Practice. Westport, Conn: Praeger, 2003. UI Library, LB1137P5555.

DESCRIPTION
This is Volume 5 of Play & Culture Studies supported by the Association for the Study of Play (TASP).

Buy on Amazon.com

Book Cover REFERENCE
Mergen, Bernard. Play and Playthings: A Reference Guide. Westport, Conn: Greenwood Press, 1982. A history and reference on children’s play in America. UI Library, HQ782M47.

DESCRIPTION
“This work surveys a wide variety of writings oon children and their behavior in an effort to understand what has been meant by the word play and what play has meant to children” (1).

Buy on Amazon.com

Book Cover REFERENCE
Ortony, Andrew (ed). Metaphor and Thought (Second Edition). Cambridge University Press, 1993 (first published in 1979). UI Law Library, BF455.M47.

DESCRIPTION
A collection of essays on metaphor in language and thought by psychologists, linguists, philosophers, and educators.

Buy on Amazon.com

Book Cover REFERENCE
Sutton-Smith, Brian (ed). Play and Learning. New York: Gardner Press, 1979. Proceedings of the third Johnson & Johnson Baby Products Company Round Table Conference. UI Library, HQ782P515.

DESCRIPTION
Talks and discussions on aspects of play ranging from “Speech Play and Verbal Art” to Csikszentmihayli’s concept of “Flow.”

Buy on Amazon.com (Out of print: title not currently available)

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