The Future Outlook of Serious Games

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Annotated Bibliography Barcomb‐Peterson, E. (2009, November 24). K­State Organizational Psychologists Use the Video Game Rock Band to Study How People Achieve Flow While at Work, Performing Skilled Tasks [Press Release]. Retrieved from http://www.k‐state.edu/media/newsreleases/nov09/wrkflow112409.html Bergeron, B.P. (2006). Developing serious games. Hingham, Mass.: Charles River Media. Abstract: Book covers the topic of serious game design for both education and business purposes. It discusses the history and current state of serious games. A focus is on the design of the different levels of interfaces. It covers social, personal, and augmented reality games. All this accumulating in designing a game that is both entertaining and educational. Bogost, I. (2007). Persuasive Games: The expressive power of videogames. Cambridge: The MIT Press. Abstract: This book discusses how video games make arguments and influence players. It focuses on rhetoric and it’s function in video game software. Video games offer a new form of rhetoric the offer refers to as “procedural rhetoric” in that video games represent rules and interactions. Brown, H.J. (2008). Video Games and Education. Armonk, New York: M.E. Sharpe Abrstract: The chapters of this book discuss edutainment of the past and serious games of today. It focuses on the past a current types of serious games and how each one is effective at educating students. Bruckman, A., Bandlow, A. (2002). Human‐computer interaction for kids. The human­computer interaction handbook: fundamentals, evolving technologies and emerging applications. Mahwah, N.J: Lawrence Erlbaum Associates Abstract:


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