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/
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 Friends, Chapter 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 Demand, Chapter 4: Building to think, or the Power of Prototyping)
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 Designer, Chapter 2: The Structure of Games, Chapter 3: Working with Formal Elements)
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.
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.
Zichermann , G., & Cunningham , C. (2011). Gamification by design. Sebastopol, California: O’Reilly Media. (Knizia, Commissioned Essay: The Design and Testing of the Board Game, Chapter 2: Player Motivation, Chapter 4: Game Mechanics: Designing for Engagement (Part II))
Zimmerman, E., & Salen, K. (2003). Rules of play: Game design fundamentals. London: MIT Press. (Chapter 4: Core Concepts: Design, Chapter 9: Core Concepts: The Magic Circle, Chapter 3: Core Concepts: Meaningful Play, Chapter 23: Play: Games as the Play of Experience)