Readings & Resources

Bauerlein, M. (2008). The dumbest generation: How the digital age stupefies young Americans and jeopardizes our future (pp.1-10). London, U.K.: Penguin. Also, check out the website of the book and explore Media and Articles at http://www.dumbestgeneration.com/

Bogost, I. (2006). Videogames and ideological frames. Popular Communication4(3), p. 165-183.

boyd, d. (2011). White flight in networked publics? How race and class shaped American teen engagement with MySpace and Facebook. In Race After the Internet (Eds. Lisa Nakamura & Peter A. Chow-White) (pp.203-222) Routledge.

Brooks, F. P. (2010). The design of design, essays from a computer scientist. Upper Saddle River, NJ: Addison-Wesley Professional. (Chapter 11: Constraints are FriendsChapter 15: The Divorce of Design )

Brown, T. (2010). Change by design, how design thinking transforms organizations and inspires innovation. HarperBusiness. (Chapter 2: Converting Need into DemandChapter 4: Building to think, or the Power of Prototyping)

Cassell, J. (2002). Genderizing HCI. In The Handbook of Human-Computer Interaction (pp.402-411), J. Jacko & A. Sears (Eds.), Mahwah, NJ: Lawrence Erlbaum.

DeVane, B., Squire, K.D. (2008) The meaning of race and violence in Grand Theft Auto: San Andreas. Games and Culture.

Everett, A. &Watkins, S. C. (2007). The power of play: The portrayal and performance of race in video games. In The ecology of games: Connecting youth, games, and learning (pp.141-166), Katie Salen (Ed.). The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning, Cambridge, MA: The MIT Press.

Fullerton, T., Swain, C., & Hoffman, S. (2008). Game design workshop, a playcentric approach to creating innovative games. Morgan Kaufmann. (Chapter 1: The Role of the Game DesignerChapter 2: The Structure of GamesChapter 3: Working with Formal Elements)

Leets, L. (2001). Response to internet hate sites: Is speech too free in cyberspace? Communication Law and Policy6(2), 287-317.

McCarthy, J. & Wright, P. (2004). Technology as experience. Cambridge, MA: The MIT Press, p. 1-22.

O’Reilly, T. (2007). What is web 2.0: Design patterns and business models for the next generation of software.

Prensky, M. (2001a). Digital natives, digital immigrants. On the Horizon9(5), 1-6.

Prensky, M. (2001b). Digital natives, digital immigrants, part II. Do they really think differently? On the Horizon9(6), 1-6.

Torres, A. (2010). “A Not So Great Urgent Evoke Experience”. Retrieved from http://youthvoices.net/discussion/not-so-great-urgent-evoke-experience on August, 2013.

Volti, R. (2010). Society and Technological Change, 6th Ed. New York, NY: Worth Publishers, p. 3-17.

Waddington, D.I. (in press). A parallel world for the world bank: A case study of Urgent: Evoke, an educational alternate reality game. International Journal of Technologies in Higher Education. Retrieved from http://www.academia.edu/2103643/A_Parallel_World_for_the_World_Bank_A_Case_Study_of_Urgent_Evoke_An_Educational_Alternate_Reality_Game August, 2013.

Zimmerman, E., & Salen, K. (2003). Rules of play: Game design fundamentals. London: MIT Press. (Chapter 4: Core Concepts: DesignChapter 9: Core Concepts: The Magic CircleChapter 3: Core Concepts: Meaningful PlayChapter 23: Play: Games as the Play of Experience)

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