A collecting point for an extended academic bibliography developed over the years as a starting point for work done on games, learning, and motivation. Please nominate other suggestions over in our forums
Abt, C. (1968). Games for learning. In Simulation games in learning. Boocock, S. and Schild, E. (eds). Beverly Hills, CA: Sage. 64-65
Amory, A. (1999). The use of computer games as an educational tool: identification of appropriate game types and game elements. British Journal of Educational Technology, 30(4)
Asgari, M. (2005). A three-factor model of motivation and game design. Accessed from http://www.gamesconference.org/digra2005/viewpaper.php?id=269&print=1, 21 April 2005
Bandura, A. (1977). Self-efficacy: Toward a unifying theory of behavior change. Psychological Review, 84, 191-215
Bandura, A. (1993). Perceived self-efficacy in cognitive development and functioning. Educational Psychologist, 28, 117-148
Bandura, A. (1994). Self-Efficacy. In V.S. Ramachaudran (Ed.). Encyclopedia of human behavior (Vol. 4, pp 71-81). New York: Academic Press.
Becta. (2001). Computer Games in Education Project. Accessed from http://www.becta.org.uk/research/research.cfm?section=1&id=2826, 9 December, 2005
Benjamin, Walter. (1968). “The Work of Art in the Age of Mechanical Reproduction”. From Illuminations. Harcourt, Brace & World, Inc.
Bos, N., Shami, N., and Naab, S. (2006). A globalization simulation to teach corporate social responsibility: Design features and analysis of student reasoning. Simulation & Gaming, 37(1)
Brody, H. (1993). Video games that teach? Technology Review, 96, 51-57.
Bryant, F. B., & Smith, D. (2001). Refining the Architecture of Aggression: A Measurement Model for the Buss–Perry Aggression Questionnaire. Journal of Research in Personality, 35(2), 138-167.
Bucy, E. P. (2004). The Debate. The Information Society, 20(5), 371-371.
Bucy, E.P. (2004). Interactivity in Society: Locating an Elusive Concept. The Information Society, 20(5), 373-383.
Burgoon, J., Bonito, J., Ramirez, A., Dunbar, N., Kam, K., and Fischer, J. (2002). Testing the Interactivity Principle: Effects of Mediation, Propinquity, and Verbal and Nonverbal Modalities in Interpersonal Interaction. Journal of Communication, 52(3), 657.
Carroll, J. L., Carolin, P. M. (1989). Relationship between game playing and personality. Psychological Reports, June, 705-706.
Chaffee, S. (1991). Explication (Communication Concepts 1). Newbury Park: Sage
Chua, A. (2005). The design and implementation of a simulation game for teaching knowledge management. Journal for the American Society of Information Science and Technology 56 (11) 1207-1216
Cordova, D.L., and Lepper, M.R. (1996) Intrinsic motivation and the process of learning: Beneficial effects of contextualization, personalization, and choice. Journal of Educational Psychology, 88, 715-730.
Costikyan, G. (2002). I have no words and I must design: toward a critical vocabulary for games. Originally published in Interactive Fantasy (1994) #2. Accessed from http://www.costik.com/nowords.html, 21 April 2005.
Costikyan, G. (2005). The revolution began with paper. The Escapist. Accessed from http://www.escapistmagazine.com/articles/print/253, 7 February 2008
Csikszentmihalyi, M. (1975). Beyond Boredom and Anxiety. San Francisco: Jossey-Bass
Csikszentmihalyi, M. (1991). Flow: The Psychology of Optimal Experience. New York: Harper & Row
de Freitas, S. (2007). Serious games-engaging training solutions: A research and development project for supporting training needs. British Journal of Educational Technology, 38(3), 523-525.
Diamond, L.K. & Brannick, M.T. (2003, April). Performance and perceived team and player efficacy in bowling teams. Paper presented to the 18th Annual Conference of the Society for Industrial and Organizations Psychology, Orlando, FL.
Diamond, P. M., & Magaletta, R. (2006). The Short-Form Buss-Perry Aggression Questionnaire (BPAQ-SF): A Validation Study With Federal Offenders. Assessment, 13(3), 227-240.
Dobson, M. W. (2008). Exploring interactive stories in an HIV/AIDS learning game: HEALTHSIMNET. Simulation & Gaming, 39(1), 39.
Downes, E. and McMillan, S. (2000). Defining Interactivity. New Media & Society. 2 (2) 157- 179
Durlak, J. T. (1987). A typology for interactive media. Communication Yearbook, 10, 743-757.
Ermi, L., Helio, S., and Mayra, F. (2004). The power of games and control of playing: Children as the actors of game cultures. Report from Hypermedia Laboratory Net Series 6. University of Tampere, Finland.
Fabricatore, C., Nussbaum, M., & Rosas, R. (2002). Playability in Action Videogames: A Qualitative Design Model. Human-Computer Interaction, 17(4), 311-368.
Faria, A. J. & Wellington, W. (2004). A survey of simulation game users, former-users, and never-users. Simulation & Gaming, 35(2)
Farrell, Thomas, and Soukoup Paul, ed. (2002). An Ong Reader, Challenges for Further Inquiry. Hampton Press, Inc.
Fernandez-Ballesteros, R., Diez-Nicholas, J., Caprara, G. V., Barbaranelli, C., & Bandura, A. (2002). Certerminants and structural relation of personal efficacy to collective efficacy. Applies Psychology: An International Review, 51(1), 107-125
Fong, G. (2006). Adapting COTS games for military experimentation. Simulation & Gaming, 37(4).
Garris, R. (2002). Games, motivation, and learning: A research and practice model. Simulation & Gaming, 33(4), 441.
Gee, J. (2003). What Video Games Have to Teach Us About Learning and Literacy. New York: Palgrave Macmillan
Goddard, R. (2002). A Theoretical and Empirical Analysis of the Measurement of Collective Efficacy: The Development of a Short Form. Educational and Psychological Measurement, 62(1), 97-110.
Goddard, R.D., Hoy, W.K., & Woolfolk-Hoy, A. (2004). Collective efficacy beliefs: Theoretical developments, empirical evidence, and future directions. Educational Researcher, 33(3), 3-13
Gorman, B. (2006). Towards integrated imitation of strategic planning and motion modeling in interactive computer games. Computers in Entertainment (CIE), 4(4), 10-es.
Greenberg, B., Sherry, J., Lachlan, K., Lucas, K. & Holmstrom, A. (2005). Orientations to video games among gender and age groups. Originally presented at the National Communication Association annual conference, 2003, Miami, FL.
Greitzer, F., Kuchar, O., & Huston K. (2007). Cognitive science implications for enhancing training effectiveness in a serious gaming context. Journal on Educational Resources in Computing (JERIC), 7(3)
Guillory, B. (2006) Media Typology and Its Use in Defining Convergence. Paper presented at the annual meeting of the International Communication Association, Dresden International Congress Centre, Dresden, Germany. Online, Retrieved 2008-04-11 from http://www.allacademic.com/meta/p92917_index.html
Hacking, I. (1999). The Social Construction of What?. Cambridge: Harvard University Press.
Hill, J., Ray, C., Blair, J., and Carver, C. (2003). Puzzles and games: addressing different learning styles in teaching operating systems concepts. Paper presented at the annual meeting of Special Interest Group on Computer Science Education conference, Reno, NV, February 2003.
Hoogeveen, M. (1997). Toward a theory of the effectiveness of multimedia systems. International Journal of Human-Computer Interaction, 9(2), 151-168.
Huizinga. (1955). Homo Ludens: A Study of the Play-Element in Culture. Boston, MA: Beacon Press.
Jeniel, P. & Samet, D. (2005). Learning to play games in extensive form by valuation. Journal of Economic Theory. 124. 129-148
Jensen, J.F. (1998) Interactivity: Tracing a New Concept in Media and Communication Studies, Nordicom Review 19(1): 185–204.
Ju, E. & Wagner, C. (1997). Personal computer adventure games: their structure, principles, and applicability for training. The DATA BASE for Advances in Information Systems. 28(2).
Karrasch, A. (2003). Lessons learned on collective efficacy in multinational teams. U.S. Army Research Institute for the Behavioral and Social Sciences. Retrieved from www.au.af.mil/au/awc/awcgate/army/tr-1137.pdf, 10 April 2008
Katz, E. & Blumler, J. (eds). (1974). The Uses of Mass Communications: Current Perspectives on Gratification Research, Beverly Hills: Sage
Kiili, K. (2005). Digital game-based learning: towards and experiential gaming model. The Internet and Higher Education. 8. 13-24
Kiousis, S. (2002). Interactivity: A concept explication. New Media & Society, 4(3), 355-383.
Klabbers, H. (1999). Three easy pieces: a taxonomy on gaming. In The international Simulation and Gaming Research Yearbook. Saunders, D. and Severn, J. (eds). London: Kogan Page. 16-33
Klabbers, J. (2006). A framework for artifact assessment and theory testing. Simulation and Gaming, 37(2), 155-173.
Koster, R. (2005). A Theory of Fun For Game Design. Scottsdale, AZ: Paraglyph Press
Kriz, W. (2003). Creating Effective Learning Environments and Learning Organizations through Gaming Simulation Design. Simulation and Gaming, 34(4), 495-511.
Kriz, W. & Hense, J. (2006). Theory-oriented evaluation for the design of and research in gaming and simulation. Simulation and Gaming, 37(2).
Lazzaro, N. (2004). Why we play games: The four keys to player experience. Retrieved 11/6/05 from http://www.gamasutra.com/gdc2004/features/20040326/postcard-kane_04.shtml
Lieberman, D.A. (2006). What can we learn from playing interactive games? Chapter in P. Vorderer & J. Bryant (Eds.), Playing video games: Motives, responses, and consequences. Mahwah, NJ: Lawrence Erlbaum Associates.
Liu, Y. (2003). Developing a Scale to Measure the Interactivity of Websites. Journal of Advertising Research, 43(2), 207-216.
Liu, Y., & Shrum, J. (2002). What is interactivity and is it always such a good thing? Implications of definition, person, and situation for the influence of interactivity on advertising effectiveness. Journal of Advertising, 31(4), 53-64.
Mackinnon, A. (1999). A Short Form of the Positive and Negative Affect Schedule. Personality and Individual Differences, 27(3), 405-416.
Mallon, B. & Webb, B. (2006). Applying a phenomenological approach to games analysis: A case study. Simulation and Gaming, 37(2), 209-225.
Mayer, I., & De Jong, M. (2004). Combining GDSS and gaming for decision support. Group Decision and Negotiation. 13. 223-241
Mayer, I., & De Jong, M. (2004). Combining GDSS and gaming for decision support. Group Decision and Negotiation. 13. 223-241
McLuhan, Marshall. (1964). Understanding Media: The Extensions of Man. Signet Books.
McMillan, S. (2002). Exploring models of interactivity from multiple research traditions: users, documents, and systems. In Lievrouw, L. & Livingstone, S. (eds.) The Handbook of New Media. Thousand Oaks, CA: Sage. 163-182.
McMillan, S. (2002). A four-part model of cyber-interactivity. New Media & Society. 4 (2) 271- 291
Mitchell, A. & Savill-Smith, C. (2004) The use of computer and video games for learning. London: Learning and Skills Development Agency.
Molenda, Michael. (2003). “A New Typology of Instructional Materials.” Downloaded from www.indiana.edu/~ist/faculty/projectfiles/molenda-typology-paper.pdf
Moon, I., Schneider, M., and Carley, K., (2006). Evolution of player skill in the America’s Army game. Simulation. 82(11).
Moustakas, C. (1994). Phenomenological research methods. Thousand Oaks, CA: Sage.
Nam, S. (2003). The effects of online syllabus interactivity on students’ perception of the course and instructor. The Internet and Higher Education, 6(1), 41-52.
Narayanasamy, V., Wong, K., Fung, C., and Rai, S., (2006). Distinguishing games and simulation games from simulators. Computers in Entertainment (CIE), 4(2), 9-es.
Neumann, J. & Morgenstern, O. (1944). Theory of Games and Economic Behavior. Princeton: Princeton University Press
Newhagen, J. E., Cordes, J. W., and Levy, M. R. (1995). Nightly@nbc.com: Audience scope and the perception of interactivity in viewer mail in the Internet. Journal of Communication 45(3):164– 175.
Newhagen. (2004). Interactivity, Dynamic Symbol Processing, and the Emergence of Content in Human Communication. The Information Society, 20(5), 395-400.
Nichols, P. (2006). Tactical decision-making simulations. Marine Corps Gazette 90(9).
Ong, Walter. (1982). Interfaces of the Word: Studies on the Evolution of Consciousness and Culture. Ithaca and London, Cornell University Press.
Ong,Y. L., & Lim, B. C. (2004). Decision-making in a brigade command team: Integrating theory and practice. Pointer Journal, 30(4). Retrieved from http://www.mindef.gov.sg/imindef/publications/pointer/journals/2004/v30n4/features/feature2.html, 14 April 2008
Papa, M., Singhal, A., Law, S., Pant, S., Sood, S., & Rogers, E. (2000). Entertainment-education and social change: An analysis of parasocial interaction, social learning, collective efficacy, and paradoxical communication. Journal of Communication, 50(4), 31-55.
Perla, P, & Loughran, J. (2003). Using gaming and agent technology to explore C2. Paper presented at 8th International Command and Control Research and Technology Symposium, 2003.
Prensky, M. (2001). Digital Game-based Learning. New York: McGraw Hill
Raybourn, E. (2007). Applying simulation experience design methods to creating serious game-based adaptive training systems. Interacting with Computers, 19(2), 206-214.
Ricci, K., Salas, E., & Cannon-Bowers, J. A. (1996). Do computer-based games facilitate knowledge acquisition and retention? Military Psychology, 8, 295-307.
Rouse, R. (2001). Game Design: Theory and practice. Plano, TX: Wordware Publishing.
Sawyer, B. (2002). Improving Public Policy Through Game-based Learning and Simulation. Retrieved from http://wilsoncenter.org/topics/docs/ACF3F.pdf. 13 March 2008.
Sawyer, B. & Smith, P. (2008). Serious Games Taxonomy. Retrieved from http://www.dmill.com/presentations/serious-games-taxonomy-2008.pdf. 12 April 2008.
Schwabe, G. & Göth, C. (2005). Mobile learning with a mobile game: design and motivational effects. Journal of Computer Assisted Living. 21. 204-216
Sherry, J. (2001). The effects of violent videogames on aggression: a meta-analysis. Human Communication Research. 27(3).
Sherry, J., Lucas, K., Greenberg, B. & Lachlan, K. (2006). “Video game uses and gratifications as predictors of use and game preference.” In P. Vorderer & J. Bryant (Eds.) Playing Computer Games: Motives, responses, and consequences. Mahwah, NY: Erlbaum.
Smed, J., & Hakonen, H. (2003, September). Towards a definition of a computer game(TUCS Technical Report No. 553). Retrieved from http://staff.cs.utu.fi/staff/jouni.smed/papers/TR553.pdf, 14 April 2008
Squire, K., & Steinkuhler, C. (2005). Meet the Gamers. Library Journal [online edition]. http://www.libraryjournal.com/article/CA516033. Retrieved 3 May 2005
Sterrett, J. (2007). Personal correspondence with the author. Dr Sterrett teaches courses on the integration of games and simulations for training at the US Army Command & General Staff College, Fort Leavenworth, KS
Stromer-Galley. (2004). Interactivity-as-Product and Interactivity-as-Process. The Information Society, 20(5), 391-394.
Sundar. (2004). Theorizing Interactivity’s Effects. The Information Society, 20(5), 385-389.
Sweetser, P.l. & Johnson, D. (2004). “Player-centered game environments: Assessing player opinions, experiences, and issues.” (pp. 321-332). In M. Rauterberg (Ed.). Entertainment Computing – I.C.E.C. 2004: Third International Conference, Eindhoven, The Netherlands, September 1-3, 2004. New York, NY: Springer.
Thomas, D. (2005). Messages and mediums: learning to teach with videogames. On the Horizon. 13 (2). 89-94
Thomas, S. (2006). Pervasive learning games: Exploration of hybrid educational gamescapes. Simulation & Gaming. 37(1). 41-55
Vorderer, P., Hartmann, T. (2003) Explaining the enjoyment of playing video games: the role of competition. Proceedings of the second international conference on Entertainment computing, Pittsburgh, Pennsylvania, 2003.
Wang, S., & Lin, S. (2007). The effects of group composition of self-efficacy and collective efficacy on computer-supported collaborative learning. Computers In Human Behavior, 23(5), 2256-2268.
Wang, S., & Wu, P. (2008). The role of feedback and self-efficacy on web-based learning: The social cognitive perspective. Computers & Education, 51(4), 1589-1598.
Watson, D., Clark, L. A., & Tellegen, A. 1988. Development and validation of brief measures of positive and negative affect: The PANAS scale. Journal of Personality and Social Psychology, 54: 1063-1070
Williams, D. (2005). Bridging the methodological divide in game research. Simulation & Gaming, 36(4).
Zagal, J., Rick, J., & Hsi, I. (2006). Collaborative games: Lessons learned from board games. Simulation & Gaming, 37(1), 24.
Zyda, M., A., Mayberry, J. McCree, and M. Davis, M. (2005). From Viz-Sim to VR to games: How we built a hit game-based simulation. In Organizational Simulation: From Modeling and Simulation to Games and Entertainment, W. B. Rouse and K. R. Boff, (eds). New York: Wiley
Appleget, J., Burks, R., & Cameron F. (2020). The craft of wargaming: A detailed planning guide for defense planners and analysts. Naval Institute Press.
Brown, G. L., & Curry, J. (2019). Successful professional wargames: A practitioner’s handbook. History of Wargaming Project.
Caffrey, M. B. (2019). On wargaming. Naval War College Press. Retrieved April 28, 2022 from https://digital-commons.usnwc.edu/newport-papers/43
Compton, J. (2019, October 9). The obstacles on the road to better analytical wargaming. War on the Rocks. https://warontherocks.com/2019/10/the-obstacles-on-the-road-to-better-analytical-wargaming/
Costikyan, G. (2002). I have no words & I must design: Toward a critical vocabulary for games. Computer Games and Digital Cultures Conference Proceedings, Finland, 1, 9-33. http://www.digra.org/digital-library/publications/i-have-no-words-i-must-design-toward-a-critical-vocabulary-for-games/
Curry, J. (Ed.). (2011). Peter Perla’s the art of wargaming: A guide for professionals and hobbyists. Lulu.com.
Curry, J., Engle, C., & Perla, P. (Eds.). (2018). The matrix games handbook: Professional applications from education to analysis and wargaming. The History of Wargaming Project.
Dunnigan, J. F. (1992). The complete wargames handbook: How to play, design, and find them. Morrow.
Dunnigan, J. F. (2000). The complete wargames handbook: How to play, design, and find them. Connections UK. Retrieved May 1st, 2022, from https://www.professionalwargaming.co.uk/Complete-Wargames-Handbook-Dunnigan.pdf
Engelstein, G., & Shalev, I. (2022). Building blocks of tabletop game design: An encyclopedia of mechanisms (2nd ed.). CRC Press.
Hackett, J. (1979). The third world war: August 1985. Macmillan.
Haldeman, J. (1974). The forever war. Ballantine Books.
Heinlein, R. A. (1959). Starship troopers. Ace Books.
Koster, R. (2005). A theory of fun for game design. Paraglyph Press.
McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. Penguin Press.
Ministry of Defence. (2017). Wargaming handbook. Ministry of Defence.
Peters, R. (1989). The red army. Pocket Books.
Sabin, P. A. G. (2009). Lost battles: Reconstructing the great clashes of the ancient world. Hambledon Continuum.
Sabin, P. A. G. (2014). Simulating war: Studying conflict through simulation games. Bloomsbury Academic.
Salen, K., & Zimmerman, E. (2010). Rules of play: game design fundamentals. MIT Press.
Suits, B. (2005). The Grasshopper: Games, life and utopia. Broadview Press.
US Naval War College. (2015). War gamers’ handbook: A guide for professional war gamers. US Naval War College.
Wueve, C. A. (2021, June 20). #TheJuneACDC Starship Troopers: What’s the Fuss? [Video]. YouTube. https://www.youtube.com/watch?v=qD757SCB-uU
Wueve, C. A., Perla, P. P., Markowitz, M. C., Rubel, R., Downes-Marin, S., Martin, M. & Vebber, P. V. (2004). Wargame Pathologies (CRM D0010866.A1/Final). CNA. https://www.cna.org/CNA_files/PDF/D0010866.A1.pdf