Serious Games
IMGD 4600 - C Term 2015

    Sampling of Books Related to Serious Games

C. Aldrich, The Complete Guide to Simulations and Serious Games, Pfeiffer, San Francisco, CA, 2009. (533p)

J. Balkin and B. Noveck (editors), The State of Play: Law, Games and Virtual Worlds, New York University Press, New York, 2006. (304p)

I. Bogost, Persuasive Games: The Expressive Power of Videogames, MIT Press, Cambridge, MA, 2007. (450p)

D. Davidson (editor), Beyond Fun: Serious Games and Media, ETC Press, Lexington, KY, 2008. (203p)

D. Edery and E. Mollick, Changing the Game: How Videogrames are Transforming the Future of Business, FT Press (Pearson), Upper Saddle River, NJ, 2009. (218p)

D. Michael and S. Chen, Serious Games: Games That Educate, Train, and Inform, Cengage Learning, Florence, KY, 2005. (352 pages)

N. Iuppa and T. Borst, Story and Simulations for Serious Games, Focal Press (Elsevier), Burlington, MA, 2007. (272p)

N. Iuppa and T. Borst, End-to-End Game Development, Focal Press (Elsevier), Burlington, MA, 2010. (371p)

N. Iuppa and T. Borst, Story and Simulations for Serious Games, Focal Press (Elsevier), Burlington, MA, 2007. (246p)

B. Reeves and J. L. Read, Total Engagement: Using Games and Virtual Worlds to Change the Way People Work and Businesses Compete, Harvard Business Press, Boston, MA 2009. (274p)

S. Tobias and J. D. Fletcher (editors), Computer Games and Instruction, Information Age, 2011.

G. Zickermann and J. Londer, Game-Based Marketing, John Wiley & Sons, Hoboken, NJ, 2010. (220p)


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