Reading List

Archer, David (2016). The Long Thaw: How Humans Are Changing the Next 100,000 Years of Earth’s Climate. Princeton University Press.

Bonsignore, Elizabeth, D. Hansen, K. Kraus, and M. Ruppel (2012). “Alternate Reality Games as Platforms for Practicing 21st-Century Literacies.” International Journal of Learning and Media 4 (1): 25-54.

Chess, Shira and Paul Booth P. (2013). “Lessons Down a Rabbit Hole: Alternate Reality Gaming in the Classroom.” New Media & Society: 1–16.

Garcia, Antero and Greg Niemeyer (eds.) (2018). Alternate Reality Games and the Cusp of Digital Gameplay. Bloomsbury Academic.

Hainey, Thomas, Thomas Connolly, Mark Stansfield, and Liz Boyle (2011). “ARGuing for Multilingual Motivation in Web 2.0.” Handbook of Research on Improving Learning and Motivation through Educational Games.

Jagoda, Patrick (2020). Experimental Games: Critique, Play, and Design in the Age of Gamification. University of Chicago Press.

Jagoda, Patrick, M. Gilliam, P. McDonald, and C. Russell (2015). “Worlding Through Play: Alternate Reality Games, Large-Scale Learning, and The Source. American Journal of Play.

McGonigal, Jane (2011). Reality Is Broken: Why Games Make Us Better and How They Can Change the World. Penguin Press.

Montola M., Stenros J. and Wærn A. (2009). Pervasive Games: Theory and Design. Elsevier/Morgan Kaufmann Press.

Ratto, Matt (2011). “Critical Making: Conceptual and Material Studies in Technology and Social Life.” The Information Society 27: 252–60.

Stokes B., Watson J., Fullerton T. et al. (2013). “A Reality Game to Cross Disciplines: Fostering Networks and Collaboration.” In: Proceedings of DiGRA 2013: DeFragging Game Studies. Atlanta, GA, 26-29 August 2013, 1–17.