Here’s what we’re reading:

Aarseth, Espen J. “Allegories of Space: The Question of Spatiality in Computer Games”. In: von Borries, Friedrich; Walz, Steffen P. & Böttger, Matthias (ed.) Space Time Play: Computer Games, Architecture and Urbanism: The Next Level, (2007). pp. 44-55. BirkHäuser.

—. Cybertext: Perspectives on Ergodic Literature. Baltimore, Md.: Johns Hopkins University Press, 1997.

—. ‘The field of Humanistic Informatics and its relation to the Humanities.’ , Human IT, 4/97: 7-13.

—, and Smedstad, S. M., and Sunnanå, L. 2003. “A multi-dimensional typology of games”. In Proceedings of Level Up: Digital Games Research Conference, M. Copier and J. Raessens, eds. (University of Utrecht, Nov. 2003).

Atkins, Barry. More Than a Game: The Computer Game as Fictional Form. Manchester and New York: Manchester University Press, 2003.

Bachynski, John. “Simulating History: Benjamin Franklin, Propaganda and Communicative Game Play”. Brock University, M.A. (History) Major Research Paper. July 2008.

Barlow, Nova “Chimaera”. “The making of World Without Oil,” The Escapist Magazine,September 18, 2007; www.escapistmagazine.com/articles/view/issues/issue_115/1959-The-Making-of-World-Without-Oil

Bell, Mark. “Toward a Definition of ‘Virtual Worlds’”, Journal of Virtual Worlds Research, 1:1 (2008); journals.tdl.org/jvwr/index

Baudrillard, Jean. Simulacra and Simulation. Sheila Faria Glaser, trans. Ann Arbor: University of Michigan Press, 1994.

Benford, S., Magerkurth, C., Ljungstrand, P. “Bridging the physical and digital in pervasive gaming”, Communication of the ACM, Volume 48, Issue 3, 54-57 (2003). portal.acm.org/citation.cfm?id=1047704

Bessière, Katherine, and Fleming Seay, and Sara Kiesler, “The Ideal Elf: Identity Exploration in World of Warcraft,” in All Academic Research. Paper presented at the annual meeting of the American Sociological Association, Montreal Convention Center, Montreal, Quebec, Canada, August 11, 2006.

Bhabha, Homi Displacements: Cultural Identities in Question. Bloomington and Indianapolis, Indiana University Press, 1994.

Blank, Marc, and Dave Lebling. Zork I: The Great Underground Empire. Infocom 1980.

Bogost, Ian. Persuasive Games: The Expressive Power of VideoGames (Cambridge, MA: The MIT Press, 2007), 1-64; 231-260; 317-340.

—, “Procedural Literacy: Problem Solving with Programming, Systems, & Play.” The Journal of Media Literacy 52 (2005): 32-36.

Brake, David. “Civilization Creator Sid Meier: The Mindjack Interview”Mindjack: the beat of digital culture. May 8, 2002. www.mindjack.com/interviews/sidmeier.html

Bransford, John, Ann Brown, Rodney Cocking (eds). How People Learn: Brain, Mind, Experience, and School. Committee on Developments in the Science of Learning, Commission on Behavioral and Social Sciences and Education, National Research Council. Washington, D.C.: National Academy Press, 1990.

Bush, Vannevar. “As We May Think”, Atlantic Monthly (July, 1945). www.rci.rutgers.edu/~cfs/472_html/Intro/NYT_Intro/History/AsWeMayThink.html

Cailois, Roger. Man, Play, and Games. Trans. Meyer Barash. New York: Free Press of Glencoe, 1961.

Calvert, Sandra L. “Cognitive Effects of Video Games”, p. 125-132. Handbook of Computer Game Studies. Raessens, Joost & Jeffery Goldstein, eds. Cambridge, MA: MIT Press, 2005.

Carr, Diane. “The Trouble with Civilization” in ed. Barry Atkins and Tanya Krzywinska (Manchester: Manchester University Press, 2006)

Carson, Don. “Environmental Storytelling: Creating Immersive 3D Worlds Using Lessons Learned from the Theme Park Industry,” Gamasutra, March 1, 2000 www.gamasutra.com/features/20000301/carson_01.htm (requires free login)

Case, Roland. The Critical Thinking Consortium TC2 www.tc2.ca/ [accessed February 26, 2007]

Castranova, Edward. Synthetic Worlds: The Business And Culture Of Online Games. Chicago: University of Chicago Press, 2005, 1-125.

Clark, Jeffrey T., B. Slator, et al. 2003. Virtual Archaeologist Educational Environment: Like-a-fishhook/Fort Berthold Reconstruction fishhook.ndsu.edu/ [February 23, 2007]

Cook, Terry. “Archival Science and Postmodernism: New Formulations for Old Concepts,” Archival Science, vol. 1, no. 1 (2000): 3-24.

—. “Fashionable Nonsense or Professional Rebirth? Postmodernism and the Practice of Archives,” Archivaria, 51 (Spring 2001): 14-35

—. “What is Past is Prologue: A History of Archival Ideas Since 1898, and the Future Paradigm Shift” Archivaria 43 (Spring 1997):17-63. Available online at www.mybestdocs.com/cookt-pastprologue-ar43fnl.htm [February 26, 2007]

Crawford, Chris—. “Different Approaches in the Quest for Interactive Storytelling” www.storytron.com/overview/ov_approaches.html [February 22, 2007]

—. Erasmatazz www.erasmatazz.com [accessed February 26, 2007]

—. “Interactive Storytelling”, in Mark J. P. Wolf and Bernard Perron, eds., The Video Game Theory Reader (New York: Routledge, 2003).

—, The Art of Computer Game Design. Electronic Version 1997, Washington State University Vancouver. www.vancouver.wsu.edu/fac/peabody/game-book/Coverpage.html

Crowther, Will and Don Woods Adventure 1975-1976. Available online from the Interactive Fiction Archive www.ifarchive.org/

Csikszentmihalyi, Mihaly. Flow: The psychology of optimal experience (New York: Harper Perennial, 1991), xi-142.

Chen, Jenova. “Flow in Games: An Interactive Thesis on Dynamic Difficulty”, University of Southern California MFA Thesis. Begin at: jenovachen.com/flowingames/abstract.htm

Damer, Bruce. “Meeting in the Ether: A brief history of virtual worlds as a medium for user-created events,” Journal of Virtual Worlds Research, Special Issue: Virtual Worlds Research: Past, Present & Future, Volume 1, Number 1; jvwresearch.org/

Davis, Natalie Zemon. The Return of Martin Guerre. Cambridge, Mass.: Harvard University Press, 1983.

Dibbell, Julian. “A Rape in Cyberspace (Or TINYSOCIETY, and How to Make One)”, Chapter One of Julian Dibbell’s My Tiny Life, 1998. (First published in somewhat different form in The Village Voice, December 1993); www.juliandibbell.com/texts/bungle.html

Dilger, Daniel Eran. “iPhone 2.0 SDK: Video Games to Rival Nintendo DS, Sony PSP,” Roughly Drafted Magazine, March 20, 2008. www.roughlydrafted.com/2008/03/20/iphone-20-sdk-video-games-to-rival-nintendo-ds-sony-psp/

Dow, Steven, Jaemin Lee, Christopher Oezbek, Blair Maclntyre, Jay David Bolter, Maribeth Gandy. “Exploring spatial narratives and mixed reality experiences in Oakland Cemetery”. ACM International Conference Proceeding Series; Vol. 265 archive
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology.

Dowell, Jayvees and Kathleen Hardener, “Extending the ‘Serious Game’ Boundary: Virtual Instructors in Mobile Mixed Reality Learning Games,” In Situated Play – Proceedings of Dirge 2007 Conference, (Tokyo: The University of Tokyo, 2007), 524-529. www.digra.org/dl/db/07312.41121.pdf

Downes, Daniel. Interactive Realism: The Poetics of Cyberspace. Montreal: McGill-Queen’s University Press, 2005.

Drake, Shannon. “Breaking the Fourth Wall”, The Escapist Magazine, June 27, 2006 www.escapistmagazine.com/articles/view/issues/issue_51/308-Breaking-the-Fourth-Wall

Druin, Alison. “The Role of Children in the Design of New Technology”. Behaviour and Information Technology 21.1 (2002) 1-25.

Egenfeldt-Nielsen Simon. Educational Potential of Computer Games, (New York: Continuum, 2007) Introduction, Chapters 6 (page 90, 108-117), 7, 8, Final Thoughts.

eMarketer: Digital Intelligence. Real Kids in Virtual Worlds. May 21, 2009. Retrieved July 27, 2009 from www.emarketer.com/Article.aspx?R=1007095

Ferguson, Niall. “How to Win a War” New York Magazine, October 23 2006 nymag.com/news/features/22787/index.html

—, ed. Virtual History: Alternative and Counterfactuals. London: Papermac, 1998.

Flanagan, Mary, Michael Mateas, Nick Montfort, Scott Rettberg, Andrew Stern, Noah Wardrip-Fruin. Grand Text Auto: a group blog about machine narratives, games, poetry, and art. grandtextauto.gatech.edu/ [accessed on February 26, 2007]

Feldman, Alan, Cliff Konold, Bob Coulter Network Science, A decade later: The internet and classroom learning. Mahwah, NJ, Lawrence Elrbaum Associates, 2000.

Fogg, B. J. Persuasive Technology : Using Computers to Change What We Think and Do. Amsterdam ; Boston : Morgan Kaufmann Publishers, 2003.

Frasca, Gonzalo. “Simulation vs. Narrative: Introduction to Ludology”, in Mark J. P. Wolf and Bernard Perron, eds., The Video Game Theory Reader (New York: Routledge, 2003.

Freire, Paulo and Myra Bergman Pedagogy of the Oppressed. New York: Herder and Herder. 1970.

Gaffield, Chad. “The Blossoming of Canadian Historical Research: Implications for Educational Policy and Content,” in Ruth Sandwell, ed., To the Past: History Education, Public Memory and Citizenship in Canada (Toronto: University of Toronto Press, 2006.

Gee, James Paul. “Are Video Games Good for Learning?” Worlds in Play: International Perspectives on Digital Games Research. New York: Peter Lang Publishing, Inc. (2007): 323-336.

—.“Learning by Design: Games as Learning Machines.” Telemedium 52 (2005): 24-28.

—. What Games Have to Teach Us About Learning and Literacy. New York: Palgrave / Macmillan, 2003.

—. Why Video Games Are Good For Your Soul: Pleasure and Learning. Altona, Vic.: Common Ground, 2005.

—. “What Would a State of the Art Instructional Video Game Look Like?” Innovate: Journal of Online Education 1:6 (August/September 2005); www.innovateonline.info/index.php?view=article&id=80

Ginzburg, Carlo , The Cheese and The Worms: The Cosmos of a Sixteenth Century Miller. Translated by John and Anne Tedeschi. Original in Italian 1976. English 1980. Baltimore/London: The Johns Hopkins University Press, 1980.

Granatstein, Jack. Who Killed Canadian History?. Toronto: HarperCollins, 1998.

Grau, Oliver. Virtual Art: From Illusion to Immersion. Gloria Custance, trans. Cambridge, Mass.: MIT Press, 2003.

Gray, Paul. “Alan Turing” The Time 100 (2003). www.time.com/time/time100/scientist/profile/turing.html

Graham, Shawn ‘Networks, Agent-Based Modeling, and the Antonine Itineraries’. In The Journal of Mediterranean Archaeology 19.1 (2006): 45-64.

Greenberg, M. (2005). “Arcade academics: creating video games that teach”. The journal of media literacy. 52 (1 & 2) 37-40.

Greenemeier, Larry. Jan 1, 2009. Using Virtual Worlds and Video Games to Teach the Lessons of Reality.60-Second Science Blog. www.scientificamerican.com/blog/60-second-science/post.cfm?id=using-virtual-worlds-and-video-game-2009-01-01

Greer, Julian (ed). The Escapist Magazine. www.escapistmagazine.com/ [accessed on February 26, 2007]

Griffiths, Mark & Mark N.O. Davies. “Does Video Game Addiction Exist?”, p.359- 372. Handbook of Computer Game Studies. Raessens, Joost & Jeffery Goldstein, eds. Cambridge, MA: MIT Press, 2005.

Gunter, Barrie. “Psychological Effects of Video Games”, p. 145-160. Handbook of Computer Game Studies. Raessens, Joost & Jeffery Goldstein, eds. Cambridge, MA: MIT Press, 2005.

Hadziomerovic, Aida and Robert Biddle, “Tracking Engagement in a Role Play Game,” Proceedings of the 2006 Future Play Conference, London, Ontario, October 10-12, 2006. futureplay.org/docs/papers/2006/paper-284.pdf

Hall, Justin. “Future of Games: Mobile Gaming”, Handbook of Computer Game Studies, Joost Raessens and Jeffrey Goldstein, eds. (Cambridge: The MIT Press, 2005). creativetechnology.salford.ac.uk/fuchs/modules/creative_technology/architecture/manovich_augmented_space.pdf

Harel, Idit and Seymour Papert. Constructionism. Norwood, NJ: Ablex, 1991.

Harrison, Denise. “Real-Life Teaching in a Virtual World”. Campus Technology. 02/18/09. Retrieved July 27, 2009 from www.campustechnology.com/Articles/2009/02/18/Real-Life-Teaching-in-a-Virtual-World.aspx

Hartley, L.P. The Go-Between. New York: Penguin Books, 1997.

Holland, Walter, et al, “Theory by Design”, in Mark J. P. Wolf and Bernard Perron, eds., The Video Game Theory Reader (New York: Routledge, 2003).

Howard, Jeff. “Interpretative Quests in Theory and Pedagogy,” Digital Humanities Quarterly 1:1 (Spring 2007) www.digitalhumanities.org/dhq/vol/001/1/000002.html

Huizinga, Johan. Homo Ludens: a Study of the Play Element in Culture. Translated from Dutch. Boston: Beacon Press, 1964.

Iggers, George G. Historiography in the Twentieth Century From Scientific Objectivity to the Postmodern Challenge. Hanover/London: Wesleyan University Press, University Press of New England, 1997.

Jenkins, Henry. “Collective Intelligence vs. The Wisdom of the Crowds.” The Official Weblog of Henry Jenkins, Nov27, 2006; www.henryjenkins.org/2006/11/collective_intelligence_vs_the.html

—. “Coming Up next: Ambushed on ‘Donahue,’” Salon.com, August 20, 2002; archive.salon.com/tech/feature/2002/08/20/jenkins_on_donahue/print.html

—. “Game Design as Narrative Architecture,” in Noah Wardrip-Fruin and Pat Harrigan, eds., First Person: New Media as Story, Performance, and Game, (Cambridge: MIT Press, 2004), 118-130. www.electronicbookreview.com/thread/firstperson/lazzi-fair

—. “Reality Bytes: Eight Myths About Video Games Debunked”; www.pbs.org/kcts/videogamerevolution/impact/myths.html

Jenkins, Keith. Re-thinking History. New York: Routledge, 1991, 5-26, 59-70.

Johnson, Steven. “When Virtual Worlds Collide”, Wired 14:04 (April 2006); www.wired.com/wired/archive/14.04/collide.html

Jon, Cogburn and Silcox, Mark. Philosophy Through Video Games. New York: Routledge, 2009.

Juul, Jesper. “A New Kind of Game”. Game Developers Conference: Serious Games Keynote Address,” Tuesday, March 21, 2006; www.gamasutra.com/features/20060321/carless_01.shtml

—. “Games Telling Stories?”, in Joost Raessens and Jeffrey Goldstein, eds., Handbook of Computer Game Studies, (Cambridge: The MIT Press, 2005).

Kafai, Yasmin, and Mitchel Resnick, eds, Constructionism in practice : designing, thinking, and learning in a digital world (Mahwah, N.J.: Lawrence Erlbaum Associates, 1996), 1-8.

Kam, M., Rudraraju, V., Tewari, A and Canny, J. “Mobile Gaming with Children in Rural India: Contextual Factors in the Use of Game Design Patterns,” In Situated Play – Proceedings of DiGRA 2007 Conference, (Tokyo: The University of Tokyo, 2007), 292-301. www.digra.org/dl/db/07312.25032.pdf

Kee, Kevin, et al. “A Journey to the Past: A Quebec Village in 1890: A Test Case for Best Practices for History Simulations”, Proceedings of the 2006 Future Play Conference, London, Ontario, October 10-12, 2006.

—, and Nicki Darbyson, “Creating and Using Virtual Environments to Promote Historical Thinking”, in Penney Clark (ed.), History Teaching and Learning in Canada: A State of the Art Look (Vancouver: UBC Press, forthcoming).

—. The Cyberterrorism Crisis: A History of the War Measures Act. Montreal: National Film Board of Canada, 2002. www.nfb.ca/enclasse/index.php?v=h&lg=en. [Accessed February 26, 2007]

—, and John Bachynski, “Outbreak: Lessons Learned from Developing a “History Game”, Loading (The Canadian Game Studies Association): in press.

—, et al, “Towards a Theory of Good History Through Gaming”, Canadian Historical Review 90:2 (June 2009).

—, “Three Options for History Games for Learning”. Simulations and Gaming (December 2008).

Kennedy, Paul. The rise and fall of the great powers : economic change and military conflict from 1500 to 2000. New York: Random House, 1987.

Kirschenbaum, Mathew G. “‘So the Colors Cover the Wires’: Interfaces Aesthetics, and Usability” in Susan Schreibman, Ray Siemens and John Unsworth, eds., Blackwell Companion to Digital Humanities (Maldan, MA: Blackwell Publishers, 2004), 523-542.

Klopfer, Eric and Kurt Squire, “Environmental Detectives: The Development of an Augmented Reality Platform for Environmental Simulations” In Educational Technology Researchand Development, (2008), 203-228; website.education.wisc.edu/kdsquire/tenure-files/08-ETRD-handheld-_Final_.pdf

King, Geoff & Tanya Krzywinska. “Film studies and Digital Games”, p.112-128. Understanding Digital Games. Rutter, Jason & Jo Bryce, eds. London, Ont: Sage Publications, 2006.

Knowles, Anne Kelly. “Emerging Trends in Historical GIS”, Historical Geography Vol 33 (2005): 7-13

—. “Envisioning History,” Historical Geography vol. 27 (1999): 225-229

—. “Introduction: Special Issue of Historical GIS: The Spatial Turn in Social Science History,” Social Science History, vol. 24, no. 3 (Fall 2000).

— ed., Past Time, Past Place. GIS for History. Redlands, CA: ESRI Press, 2002.

Koster, Raph. A Theory of Fun for GameDesign. Paraglyph Press. Scottsdale, Arizona. 2005.

Kucklish, Julian. “Literary Theory and Digital Games”, p. 95-111. Understanding Digital Games. Rutter, Jason & Jo Bryce, eds. London, Ont: Sage Publications, 2006.

Laue, Andrea. “How the Computer Works” in Susan Schreibman, Ray Siemens and John Unsworth, Blackwell Companion to Digital Humanities (Maldan, MA: Blackwell Publishers, 2004), 145-160.

Laurel, Brenda. Computers as Theatre (New York: Addison-Wesley, 1991), 109-114.

LeBlanc, Marc. “Tools for Creating Dramatic Game Dynamics”, in Katie Salen and Eric Zimmerman, eds., The Game Design Reader: A Rules of Play Anthology (Cambridge: The MIT Press, 2006).

Letourneau, Jocelyn. “Remember Our Past: An Examination of the Historical Memory of Young Quebecois,” in Ruth Sandwell, ed., To the Past: History Education, Public Memory and Citizenship in Canada (Toronto: University of Toronto Press, 2006.

Levi, Giovanni “On Microhistory,” in Peter Burke, ed., New Perspectives on Historical Writing. University Park: Penn State Press, 1991.

Levy, Pierre. “Collective Intelligence,” in David Trend, ed., Reading digital culture. Malden, MA: Blackwell Publishers, 2001.

Lindley, Craig A. “Game Space Design Foundations for Trans-Reality Games,” Proceedings of the 2005 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology, (Valencia, Spain: June 2005), 397-404. iperg.sics.se/Publications/LindleyACE2005Reprint.pdf

Lowenthal, David. “Nostalgia tells it like it wasn’t,” in Christopher Shaw and Malcolm Chase (eds.), The Imagined Past: History and Nostalgia. Manchester and New York: Manchester University Press, 1989.

—. The Past is a Foreign Country. Cambridge: Cambridge University Press, 1997.

Lutz, John. “Riding the Horseless Carriage to the Computer Revolution: Teaching History in the Twenty-first Century,” in Histoire Sociale/Social History Vol XXXIV, 68 (November 2001), pp. 427-436.

—, and Ruth Sandwell. ‘Who Killed William Robinson?’ Great Unsolved Mysteries in Canadian History 1997 www.canadianmysteries.ca/sites/robinson/indexen.html [accessed on February 26, 2007]

Lyotard, Jean-Francois. The Postmodern Condition: A Report on Knowledge, Geoff Bennington and Brian Massumi, trans. University of Minnesota Press, Minneapolis, 1984.

Mahoney, Michael S. “The histories of computing(s),” Interdisciplinary Science Reviews, 30:2 (2005)

Mandinach, Ellen and Hugh Cline, “It Won’t Happen Soon: Practical, Curricular and Methodological Problems in Implementing Technology-Based Constructivist Approaches in Classrooms,” in Susanne P. Lajoie, ed., Computers as Cognitive Tools, Volume II: No More Walls (Mahwah, NJ: Lawrence Erlbaum Associates), 377-398.

Manjoo, Farhad. “Evernote: Software to help you remember everything, forever,” Machinist, April 16, 2008; machinist.salon.com/feature/2008/04/16/evernote/

Manovich, Lev. The Language of New Media (Cambridge, MA: MIT Press, 2001), xiv-61.

Manovich, Lev. “The Poetics of Augmented Space,” In A. Everett & J.T. Caldwell, eds. New Media: Theories and practices of Digitextuality, (New York: Routledge, 2003), 75-92. Google the full title in quotation marks, and choose the first listing.

Markley, Robert. “History, Theory, and Virtual Reality” in Reading digital culture. Ed. David Trend. Malden, MA: Blackwell Publishers, 2001.

Martin, Adam and Tom Chatfield, editors. IGDA Alternate Reality Games – Special Interest Group – Whitepaper 2006 www.igda.org/arg/whitepaper or for continuously updated wiki version of the same, www.igda.org/wiki/index.php/Alternate_Reality_Games_SIG/Whitepaper

McCarty, Willard. “What is humanities computing?”. staff.cch.kcl.ac.uk/~wmccarty/essays/McCarty,%20What%20is%20humanities%20computing.pdf

McGonigal, Jane. “Making Alternate Reality the New Business Reality”. Op-Ed.Harvard Business Review, Special Issue: Top 20 Breakthrough Ideas for 2008. February 2008. 74.125.95.104/search?q=cache:VzZ4Jw-NbrkJ:hkmc.isloco.com/attachment/1135449312.doc+Jane+McGonigal,+%E2%80%9CMaking+Alternate+Reality+the+New+Business+Reality&hl=en&ct=clnk&cd=6&gl=ca

—. “The Puppet Master Problem: Design for Real-World, Mission Based Gaming,” in Pat Harrigan and Noah Wardrip-Fruin, eds. Second Person: Role-Playing and Story in Games and Playable Media (Cambridge: MIT Press, 2007). www.avantgame.com/McGonigal_THE-PUPPET-MASTER-PROBLEM_MITpress.pdf

—. “This Is Not a Game: Immersive Aesthetics & Collective Play”, Digital Arts & Culture 2003 Conference Proceedings, May 2003 www.seanstewart.org/beast/mcgonigal/notagame/paper.pdf

—. “Massively Collaborative Science,” Op-Ed, Seed Magazine, Special Issue: The Universe in 2008, February 2008; avantgame.com/SEED%20Gaming%20Article_JanFeb08.pdf

—. “Why I Love Bees: A Case Study in Collective Intelligence Gaming”; www.avantgame.com/McGonigal_WhyILoveBees_Feb2007.pdf

McGregor, Georgia Leigh. “Architecture, Space and Gameplay in World of Warcraft and Battle for Middle Earth,” Proceedings of the 2006 International Conference on Game Research and Development (Perth, Australia: 2006), www.users.on.net/~georgia88/files/Architecture,%20Space%20and%20Gameplay%20-%20Georgia%20Leigh%20McGregor.pdf

McIntosh, Terence. “Urban Demographic Stagnation in Early Modern Germany: A Simulation” Journal of Interdisciplinary History 31, no. 4 (2001): 581–612.

Miller, Carolyn Handler. Digital Storytelling: A Creator’s Guide to Interactive Entertainment. Amsterdam and Boston: Elsevier/Focal Press, 2008.

Montfort, Nick. Twisty Little Passages: An Approach to Interactive Fiction. Cambridge, Mass: MIT Press, 2003.

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Neitzel, Britta. “Narrativity in Computer Games”, in Joost Raessens and Jeffrey Goldstein, eds., Handbook of Computer Game Studies, (Cambridge: The MIT Press, 2005).

Nitsche, Michael. Video Game Spaces: Image, Play, and Structure in 3D Game Worlds. Cambridge, Mass.: MIT Press, 2008.

Olsen, Stefanie. October 16, 2007.Are Kids Ready for Ads in Virtual Worlds?. CNET News.Com. news.cnet.com/Are-kids-ready-for-ads-in-virtual-worlds/2009-1024_3-6213661.html

—. November 15, 2007.What kids Learn in Virtual Worlds. CNET News.Com. Retrieved July 27, 2009 from news.cnet.com/What-kids-learn-in-virtual-worlds/2009-1043_3-6218763.html

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—. Digital Game-Based Learning. New York: McGraw-Hill Education. 2001.

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—.The Presence of the Past. Afterthoughts. “Roy Rosenzweig: Everyone a Historian,” chnm.gmu.edu/survey/afterroy.html [accessed 28 January 2006].

Ryan, Marie-Laure. “Beyond Myth and Metaphor: Narrative in Digital Media,” Poetics Today 24:4 (Winter 2002), Access via the Brock library portal.

Salen, Katie and Eric Zimmerman, “Game Design and Meaningful Play”, in Joost Raessens and Jeffrey Goldstein, eds., Handbook of Computer Game Studies. Cambridge: The MIT Press, 2005.

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Saunderson, Matt. “Attorney Proposes Violent Game,” Advanced Media Network, October 10, 2005, gc.advancedmn.com/article.php?artid=5883

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Schrier, Karen. “Using Augmented Games to Teach 21st Century Skills,” In SIGGRAPH ’06: ACM SIGGRAPH 2006 Educators program, (Boston : ACM, 2006).

—. “Reliving History with “Reliving the Revolution”: Designing Augmented Reality Games to Teach the Critical Thinking of History”, p.250-270.Games and Simulations in Online Learning: Research and Development Frameworks. Hershey, PA: Information Science Pub., 2007.

Schroeder Ralph. “Defining Virtual Worlds and Virtual Environments,” Journal of Virtual Worlds Research, 1:1 (2008); journals.tdl.org/jvwr/index

Seixas, Peter. “Schweigen! Die Kinder! Or, Does Postmodern History Have a Place in the Schools?”, in Peter N. Stearns, Peter Seixas, and Sam Wineburg, eds. Knowing, Teaching and Learning History: National and International Perspectives. New York: New York University Press, 2000.

Siobhán, T. “Pervasive Learning Games: Explorations of Hybrid Educational Landscapes,” Simulation and Gaming, 37:1 (2006), 41-55.

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