Resources

Books

Abt, Serious Games (1970).
Aldrich, The Complete Guide to Simulations and Serious Games: How the Most Valuable Content Will be Created in the Age Beyond Gutenberg to Google (2009).
Aldrich, Learning by Doing: A Comprehensive Guide to Simulations, Computer Games, and Pedagogy in e-Learning and Other Educational Experiences (2005).
Bogost, Persuasive Games: The Expressive Power of Videogames (2010).
Boinodiris, “Playing To Win: Serious Games For Business” (2012).
Carse, Finite and Infinite Games (1987).
Dignan, Game Frame: Using Games as a Strategy for Success (2011).
Dorner, The Logic Of Failure: Recognizing And Avoiding Error In Complex Situations (1996).Flanagan, Critical Play: Radical Game Design (2009).
Gee, What Video Games Have to Teach Us About Learning and Literacy. Second Edition (2007).
Gibson, Aldrich, Prensky, Games And Simulations in Online Learning: Research and Development Frameworks (2006)
Gilad, Business War Games: How Large, Small, and New Companies Can Vastly Improve Their Strategies and Outmaneuver the Competition (2008)
Gray, Brown, and Macafuno, Gamestorming: A Playbook for Innovators, Rulebreakers, and Changemakers (2010).
Herman and Frost, Wargaming for Leaders: Strategic Decision Making from the Battlefield to the Boardroom (2008).
Hohmann, Innovation Games: Creating Breakthrough Products Through Collaborative Play (2006).
Huizinga, Homo Ludens: A Study Of The Play Element In Culture (1968).
McGonigal, Reality Is Broken: Why Games Make Us Better and How They Can Change the World (2011).
Penenberg, Play At Work: How Games Inspire Breakthrough Thinking (2013).
Perla, The Art Of Wargaming: A Guide For Professionals And Hobbyists (1990).
Prensky, Digital Game-Based Learning (2007).
Reeves and Read, Total Engagement: Using Games And Virtual Worlds To Change The Way People Work And Businesses Compete (2009).
Sabin, Simulating War: Studying Conflict Through War Games (2012).
Sabin, Lost Battles: Reconstructing The Great Clashes Of The Ancient World (2008).
Sicart, Play Matters (2014).
Steinkuehler, Squire, and Barab, Games, Learning, and Society: Learning and Meaning in the Digital Age (Learning in Doing: Social, Cognitive and Computational Perspectives) (2012).
von Hilgers, War Games: A History of War on Paper (2012).

Journals

Computer Games Journal
Games For Health Journal
International Journal Of Emerging Technologies In Learning
International Journal Of Game-Based Learning
International Journal Of Serious Games
Journal Of Virtual Worlds Research
Simulation & Gaming
Virtual Education Journal

Articles

Blunt, “Do Serious Games Work? Results from Three Studies,” eLearn Magazine, December 2009.
Castronova, Williams, Shen, Ratan, Xiong, Huang, and Brian Keegan, “As real as real? Macroeconomic behavior in a large-scale virtual world,” New Media & Society, August 2009.
Erhel and Jamet, “Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness,” Computers & Education, May 2014.
Girard, Ecalle, and Magnan, “Serious Games as New Educational Tools: How Effective Are They? A Meta-Analysis of Recent Studies,” Journal of Computer Assisted Learning, June 2012.
Li and Tsai, “Game-Based Learning in Science Education: A Review of Relevant Research,” Journal Of Science Education And Technology, December 2013.
Morrison and Fontenla, “Price convergence in an online virtual world,” Empirical Economics, June 2013.
Papastergiou, “Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation,” Computers & Education, 2009.
Sitzmann, “A Meta-Analytic Examination Of The Instructional Effectiveness Of Computer-Based Simulations,” Personnel Psychology, May 2011.
Wiegel, “Outcomes of game-based learning: Research roundup,” Journalist’s Resource, May 2013.

Organizations

European Alliance For Innovation
Games And Learning Alliance
Games And Professional Simulations
Games For Health
Health Games Research
Immersive Education Initiative
Serious Games Association
Serious Games Initiative
Serious Games Institute
Serious Games Society
Wilson Center series on serious games

Events

Connections
Game Developer Conference (serious game track)
Games For Health
Serious Play