Works Cited for Alternate Reality Games
Boellstorff, Tom, et al. Ethnography and Virtual Worlds: A Handbook of Method. Princeton University Press, 2011.
Bonsignore, Elizabeth, et al. “Alternate Reality Games: Platforms for Collaborative Learning.” Proceedings of the 10th International Conference of the Learning Sciences, International Society of the Learning Sciences, 2012, pp. 251–58.
Bonsignore, Elizabeth, et al. “Alternate Reality Games as Platforms for Practicing 21st-Century Literacies.” International Journal of Learning and Media, vol. 4, no. 1, 2012, pp. 25–54.
Crabtree, Andrew, Mark Rouncefield, and Peter Tolmie. Doing Design Ethnography. New York, Springer, 2012.
Davidson, Cathy N. Now You See It: How the Brain Science of Attention Will Transform the Way We Live, Work, and Learn. New York, Penguin Books, 2011.
Davis, Cinda-Sue, et al., editors. The Equity Equation: Fostering the Advancement of Women in the Sciences, Mathematics, and Engineering. San Francisco, Jossey-Bass, 1996.
Fullerton, Tracy. Game Design Workshop: A Playcentric Approach to Creating Innovative Games, Amsterdam, Elsevier Morgan Kaufmann, 2008.
Garcia, Antero, and Greg Niemeyer, editors. Alternate Reality Games and the Cusp of Digital Gameplay, New York, Bloomsbury, 2017.
Gee, James Paul. What Video Games Have to Teach us about Learning and Literacy. 2nd ed., New York, Palgrave Macmillan, 2007.
Gilliam, Melissa, et al. “The Source: An Alternate Reality Game to Spark STEM Interest and Learning Among Underrepresented Youth.” Journal of STEM Education: Innovations and Research, vol. 17, no. 2, 2016, pp. 14–20.
Gilliam, Melissa, et al. “Alternate Reality Games as an Informal Learning Tool for Generating STEM Engagement Among Underrepresented Youth: A Qualitative Evaluation of The Source.” Journal of Science Education and Technology, vol. 26, no. 3, 2017, pp. 295–308.
Hansen, Derek, et al. “Designing Reusable Alternate Reality Games.” CHI '13 Conference, Apr. 2013, pp. 1529–1538.
I Love Bees. 42 Entertainment, 2016, 42entertainment.com/work/ilovebees.
Ito, Mizuko, et al. Connected Learning: An Agenda for Research and Design. Irvine, Digital Media and Learning Research Hub, 2013.
Jagoda, Patrick. Network Aesthetics. University of Chicago Press, 2016.
Jagoda, Patrick, et al. “Worlding Through Play: Alternate Reality Games, Large-Scale Learning, and The Source.” American Journal of Play, vol. 8, no. 1, 2005, pp. 74–100.
Jagoda, Patrick, et al. “From Alternate to Alternative Reality: Games as Cultural Probes.” Alternate Reality Games and the Cusp of Digital Gameplay, edited by Anteroom Garcia and Greg Niemeyer, New York, Bloomsbury, 2017, pp. 31–55.
Jenkins, Henry. Convergence Culture: Where Old and New Media Collide. New York University Press, 2006.
Jenkins, Henry, et al. Participatory Culture in a Networked Era: A Conversation on Youth, Learning, Commerce, and Politics. Cambridge, Polity Press, 2018.
Mayo, Merrilea J. “Video Games: A Route to Large-Scale STEM Education?” Science, vol. 323, no. 5910, 2009, pp. 79–82.
McGonigal, Jane. “This is Not a Game: Immersive Aesthetics and Collective Play.” Digital Arts and Culture Conference, RMIT University, Melbourne, 2003, janemcgonigal.files.wordpress.com/2010/12/mcgonigal-jane-this-is-not-a-game.pdf
---. Reality is Broken: Why Games Make Us Better and How They Can Change the World (New York, NY: Penguin, 2011).
McIntyre, Lee C. Post-Truth, Cambridge, MIT Press, 2018.
Montola, Markus, et al. Pervasive Games: Theory and Design. Burlington, Morgan Kaufmann, 2009.
National Council for Community and Education Partnerships. “Near-Peer Interventions, College Fit and GEAR UP.” 2014.
National Council of Teachers of English Executive Committee. “NCTE Framework for 21st Century Curriculum and Assessment.” 2013, cdn.ncte.org/nctefiles/resources/positions/framework_21stcent_curr_assessment.pdf. Accessed 16 Aug. 2021.
National Science Foundation. “Women, Minorities, and Persons with Disabilities in Science and Engineering.” Arlington, National Center for Science and Engineering Statistics, 2013.
Pellegrino, James W., and Margaret L. Hilton. Education for Life and Work: Developing Transferable Knowledge and Skills in the 21st Century. Washington, D.C., National Academies Press, 2012.
Pelletier, Caroline. “Games and Learning: What’s the Connection?” International Journal of Learning and Media, vol. 1, no. 1, 2009.
Pew Research Center. “Gaming and Gamers.” 2015, www.pewinternet.org/2015/12/15/gaming-and-gamers/. Accessed 16 Aug. 2021.
Singh, Vivek. “Pokemon Go Becomes the Eighth Game to Cross $5 Billion in Revenue (since 2014).” Inside Sport, 23 July 2021, www.insidesport.co/pokemon-go-becomes-the-eighth-game-to-cross-5-billion-in-revenuesince-2014/. Accessed 18 Aug 2021.
Squire, Kurt. “Open-ended Video Games: A Model for Developing Learning for the Interactive Age.” The Ecology of Games: Connecting Youth, Games, and Learning, edited by Katie Salen, Cambridge, MIT Press, 2008, pp. 167–198.
Stewart, Sean. “Collaborating with the Audience: Alternate Reality Games.” www.seanstewart.org/collaborating-with-the-audience-alternate-reality-games. Accessed 10 July 2016.
Zimmerman, Eric. “Gaming Literacy – Game Design as a Model for Literacy in the 21st Century.” The Video Game Theory Reader 2, edited by Bernard Perron and Mark J. P. Wolf, New York, Routledge, 2008.
Zimmerman, Eric. “Manifesto for a Ludic Century.” In Steffen P. Walz & Sebastian Deterding (Eds.), The Gameful World (Cambridge, MA: MIT Press, 2015).