Aldrich, C. (2009). Learning online with games, simulations, and virtual worlds: Strategies for online instruction. San Francisco, CA: Jossey-Bass.
Barab, S., Gresalfi, M., & Ingram-Goble, A. (October 2010). Transformational Play: Using Games to Position Person, Content, and Context. Educational Researcher, 39(7), 525–536. DOI: 10.3102/0013189X10386593
Cashman, S. (2012). Integrating technology in a connected world (7th ed.). Boston, MA: Cengage Learning.
Electronic Education Report. (2013). Amplify to offer games for middle school instruction. Retrieved from http://www.electroniceducationreport.com.
Gee, J.P. (2007). What video games have to teach us about learning and literacy? New York, NY: Palgrave MacMillan.
Gotterbarn, D. (2010). The ethics of video games: mayhem, death, and the training of the next generation. Information Systems Frontiers, 12, 369-377.
Griffiths, M.D. & de Freitas, S. (2007). Online gaming and synthetic worlds as a medium for classroom learning, Education and Health, 25, 74-76.
Hew, K., & Cheung, W. (2010). Use of three-dimensional (3-D) immersive virtual worlds in K-12 and higher education settings: A review of the research. British Journal of Educational Technology, 41(1), 33-55. doi:10.1111/j.1467-8535.2008.00900.x
Jang, Y. & Ryu, S. (2011) Exploring game experiences and game leadership in massively multiplayer online role-playing games. British Journal of Educational Technology. 42(4), 616-623. doi:10.1111/j.1467-8535.2919.01064.x
Johnson, D. (2012). The classroom teacher’s technology survival guide (1st ed.). San Francisco, CA: Jossey-Bass.
Kapp, K. M. (2012). Games, gamification, and the quest for learner engagement. T&D, June, 64-68.
King, D. L. & Delfabbro, P. H. (2014). Internet gaming disorder treatment: A review of definitions of diagnosis and treatment outcome. Journal of Clinical Psychology, 70(10), 942-955.
McCrea, B. (January 2013). Game-based learning is playing for keeps. THE Journal . Retrieved from
McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. NY: Penguin Press.
Neamtu, C., Comes, R., Mateescu, R., Rares, G., & Daniel, F. (2012). Using virtual reality to teach history. The 7th International Conference on Virtual Learning ICVL 2012. pdf. Retrieved from
Petrovic, V., & Ivetic, D. (2012, April). Gamifying Education: A proposed taxonomy of satisfaction metrics. Paper presented at the Eighth International Scientific Conference on E-learning and software for education, Bucharest.
Prensky, M. (2005). In educational games complexity matters: Mini-games are trivial, but complex games are not. Educational Technology, 45(4), 1-15.
Psotka, J. (2013). Educational games and virtual reality as disruptive technologies. Educational Technology & Society, 16(2), 69-80.
Rieber, L. P. (1996). Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games. Educational Technology Research & Development,
Salen, K. & Zimmerman, E. (2004). Rules of play: Game design fundamentals. Cambridge, MA: The MIT Press.
Schell, J. (2008). The art of game design: A book of lenses. Burlington, MA: Morgan
Shaffer, D. W., Squire, K. R., Halverson, R., & Gee, J. P. (December 2004). Video games and the future of learning. pdf. Retrieved from
Specusphere (2006). Game Speak: A glossary of gaming terms. Retrieved from
Squire, K. (2011). Video games and learning: Teaching and participatory culture in the digital age. NY: Teachers College Press
Suh, S., Kim, S.W., & Kim, N.J. (2010). Effectiveness of MMORPG-based instruction in elementary English education is Korea. Journal of Computer Assisted Learning, 26, 370 - 378. doi: 10. 111/j. 1365-2729.2010.00353.x
Tokel, S. T. & Cevizci Karatas, E. (2014). Three dimensional virtual worlds: Research trends and future directions. Mersin University Journal of the Faculty of Education, 10(1), 1-12.
World of Warcraft. (2014). What is World of Warcraft. World of Warcraft Beginner’s Guide. Retrieved from .