Serious Games
IMGD 404X - C Term 2011

    Bibliography of Papers Read in Course

T. Baranowski, J. Baranowski, D. Thompson, R. Buday, R. Jago, M. Griffith, N. Islam, N. Nguyen and K. Watson. Video Game Play, Child Diet, and Physical Activity Behavior Change: A Randomized Clinical Trial, American Journal of Preventive Medicine, Volume 40, Issue 1, January 2011, Pages 33-38.

Career Innovation, Case Study: US Army, 2007. (

K. Charitonos, Promoting Positive Attitudes in Children Towards Museums and Art: A Case Study of the Use of Tate Kids in Primary Arts Education. In J. Trant and D. Bearman (eds), Museums and the Web 2010: Proceedings. Toronto: Archives & Museum Informatics, 2010.

M. Gibson. The Haiti Earthquake Experience: A Case Study. In Proc. Int. Conf. on Interactive Digital Storytelling, Edinburgh, UK, 2010.

C. Heeter, D. D. Greene, B. M. Winn, Theories Meet Realities: Designing a Learning Game for Girls. In Proc. Designing for User eXperience, November 3-5, San Francisco, CA. 2005.

H. G. Hoffman, A. Garcia-Palacios, A. Carlin, T. A. Furness and C. Botella-Arbona. Interfaces That Heal: Coupling Real and Virtual Objects to Treat Spider Phobia. International Journal of Human-Computer Interaction. 16(2) 2003, pp. 283-300.

R. Marmura. Paper Prototyping: 5 Facts for Designing in Low-Tech, 2008. (

W. Peng, and M. Liu. An Overview of Using Electronic Games for Health Purposes. In R. Ferdig (Ed.), Handbook of Research on Effective Electronic Gaming in Education, Hershey, PA: IGI Global, 2009.

M. Rettig. Prototyping for tiny fingers. Commun. ACM, 37, 4 1994, pp. 21-27.

A. Snyder. Designing and Evaluating Player Learning in Human Computation Games. 2009. (

R. Tate, J. Haritatos, S. Cole. HopeLab's Approach to Re-Mission. International Journal of Learning and Media, 1:1, 2009, 29-35.

B. Winn. The Design, Play, and Experience Framework. In R. Ferdig (Ed.), Handbook of Research on Effective Electronic Gaming in Education. Hershey, PA: IGI Global, 2009, pp. 388-401.

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