Talk:Recommended Books

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Here is more information about these books, collected by Susan Gold:


Trigger Happy: The Inner Life of Videogames, by Steven Poole

Publisher: Arcade Publishing; Reprint edition (September 15, 2004)

ISBN-10: 1559705981

http://www.amazon.com/Trigger-Happy-Videogames-Entertainment-Revolution/dp/1559705981/sr=8-1/qid=1169442907/ref=pd_bbs_sr_1/102-7995122-7196148?ie=UTF8&s=books


Flow: The Psychology of Optimal Experience, by Mihalyi Csikszentmihalyi

Publisher: Quality Paperback Club (1990)

ISBN-10: 0965019608

http://www.amazon.com/Flow-Psychology-Experience-Mihaly-Csikszentnihalyi/dp/0965019608/sr=8-1/qid=1169443107/ref=sr_1_1/102-7995122-7196148?ie=UTF8&s=books


Rules of Play, by Katie Salen and Eric Zimmerman

Publisher: The MIT Press (October 1, 2003)

ISBN-10: 0262240459

http://www.amazon.com/Rules-Play-Game-Design-Fundamentals/dp/0262240459/sr=8-1/qid=1169443212/ref=pd_bbs_sr_1/102-7995122-7196148?ie=UTF8&s=books


Half-Real: Video Games between Real Rules and Fictional Worlds, by Jesper Juul

Publisher: The MIT Press (December 2, 2005)

ISBN-10: 0262101106

http://www.amazon.com/Half-Real-Video-between-Fictional-Worlds/dp/0262101106/sr=8-1/qid=1169443277/ref=sr_1_1/102-7995122-7196148?ie=UTF8&s=books


Unit Operations: An Approach to Videogame Criticism, by Ian Bogost

Publisher: The MIT Press (March 6, 2006)

ISBN-10: 026202599X

http://www.amazon.com/Unit-Operations-Approach-Videogame-Criticism/dp/026202599X/sr=8-1/qid=1169443333/ref=sr_1_1/102-7995122-7196148?ie=UTF8&s=books


Fundamentals of Game Design, by Ernest Adams and Andrew Rollings

Publisher: Prentice Hall; 1st edition (September 13, 2006)

Language: English

ISBN-10: 0131687476

http://www.amazon.com/Fundamentals-Game-Design-Development/dp/0131687476/sr=8-1/qid=1169443443/ref=sr_1_1/102-7995122-7196148?ie=UTF8&s=books


21st Century Game Design, by Chris Bateman and Richard Boon

Publisher: Charles River Media; 1 edition (August 29, 2005)

ISBN-10: 1584504293

http://www.amazon.com/21st-Century-Game-Design-Development/dp/1584504293/sr=8-1/qid=1169443497/ref=pd_bbs_sr_1/102-7995122-7196148?ie=UTF8&s=books


Gender-Inclusive Game Design, by Sheri Graner Ray

Publisher: Charles River Media; 1 edition (September 2003)

ISBN-10: 1584502398

http://www.amazon.com/Gender-Inclusive-Game-Design-Development/dp/1584502398/sr=8-1/qid=1169443805/ref=sr_1_1/102-7995122-7196148?ie=UTF8&s=books


A Theory of Fun for Game Design, by Raph Koster

Publisher: Paraglyph Press; 1 edition (November 6, 2004)

ISBN-10: 1932111972

http://www.amazon.com/Theory-Fun-Game-Design/dp/1932111972/sr=8-1/qid=1169443887/ref=sr_1_1/102-7995122-7196148?ie=UTF8&s=books


Balance of Power: International Politics as the Ultimate Global Game, by Chris Crawford

Publisher: Microscope Pubns Ltd (October 1986)

ISBN-10: 0914845977

http://www.amazon.com/Balance-Power-International-Politics-Ultimate/dp/0914845977/sr=8-1/qid=1169443939/ref=sr_1_1/102-7995122-7196148?ie=UTF8&s=books


Digital Game-Based Learning, by Marc Prensky

Publisher: Paragon House Publishers (January 17, 2007)

ISBN-10: 1557788634

http://www.amazon.com/Digital-Game-Based-Learning-Marc-Prensky/dp/1557788634/sr=8-1/qid=1169443988/ref=sr_1_1/102-7995122-7196148?ie=UTF8&s=books


Game Writing: Narrative Skills for Videogames, edited by Chris Bateman

Publisher: Charles River Media; 1 edition (July 3, 2006)

ISBN-10: 1584504900

http://www.amazon.com/Game-Writing-Narrative-Videogames-Development/dp/1584504900/sr=8-1/qid=1169444079/ref=pd_bbs_sr_1/102-7995122-7196148?ie=UTF8&s=books


Creating the Art of the Game, by Matthew Omernick

Publisher: New Riders Games (March 23, 2004)

ISBN-10: 0735714096

http://www.amazon.com/Creating-Art-Game-Riders-Games/dp/0735714096/sr=8-1/qid=1169444160/ref=sr_1_1/102-7995122-7196148?ie=UTF8&s=books


The Visual Display of Quantitative Information, Visual Explanations and Envisioning Information, all by Edward Tufte

Publisher: Graphics Press; 2nd edition (May 2001)

ISBN-10: 0961392142

http://www.amazon.com/Visual-Display-Quantitative-Information/dp/0961392142/sr=8-1/qid=1169444302/ref=pd_bbs_sr_1/102-7995122-7196148?ie=UTF8&s=books


Publisher: Graphics Press (May 1990)

ISBN-10: 0961392118

http://www.amazon.com/Envisioning-Information-Edward-R-Tufte/dp/0961392118/ref=pd_bxgy_b_img_b/102-7995122-7196148


Pause and Effect: The Art of Interactive Narrative, by Mark Stephen Meadows

Publisher: New Riders Press; 1st edition (September 10, 2002)

ISBN-10: 0735711712

http://www.amazon.com/Pause-Effect-Art-Interactive-Narrative/dp/0735711712/sr=8-1/qid=1169444507/ref=pd_bbs_sr_1/102-7995122-7196148?ie=UTF8&s=books


The Fat Man on Game Audio: Tasty Morsels of Sonic Goodness, by George Alastair 'The Fat Man' Sanger

Publisher: New Riders Games (June 25, 2003)

ISBN-10: 1592730094

http://www.amazon.com/Fat-Man-Game-Audio-Goodness/dp/1592730094/sr=8-1/qid=1169444580/ref=pd_bbs_sr_1/102-7995122-7196148?ie=UTF8&s=books


Developing Online Games: An Insider’s Guide, by Jessica Mulligan and Bridgette Petrovsky

Publisher: New Riders Games; 1st edition (March 7, 2003)

ISBN-10: 1592730000

http://www.amazon.com/Developing-Online-Games-Insiders-Guide/dp/1592730000/sr=8-1/qid=1169444685/ref=pd_bbs_sr_1/102-7995122-7196148?ie=UTF8&s=books


Designing Virtual Worlds, by Richard Bartle

Publisher: New Riders Games; 1st edition (July 15, 2003)

ISBN-10: 0131018167

http://www.amazon.com/Designing-Virtual-Worlds-Richard-Bartle/dp/0131018167/sr=8-1/qid=1169444768/ref=pd_bbs_sr_1/102-7995122-7196148?ie=UTF8&s=books


Community Building on the Web: Secret Strategies for Successful Online Communities, by Amy Jo Kim

Publisher: Peachpit Press; 1 edition (April 6, 2000)

ISBN-10: 0201874849

http://www.amazon.com/Community-Building-Web-Strategies-Communities/dp/0201874849/sr=8-1/qid=1169444841/ref=pd_bbs_sr_1/102-7995122-7196148?ie=UTF8&s=books


The Oxford History of Board Games, by David Parlett

Publisher: Oxford University Press, USA (June 1, 1999)

ISBN-10: 0192129988

http://www.amazon.com/Oxford-History-Board-Games-Parlett/dp/0192129988/sr=8-1/qid=1169443747/ref=sr_1_1/102-7995122-7196148?ie=UTF8&s=books


The Ultimate History of Video Games, by Steven L. Kent

Publisher: Three Rivers Press; 1st edition (October 2, 2001)

ISBN-10: 0761536434

http://www.amazon.com/Ultimate-History-Video-Games-Pokemon/dp/0761536434/sr=8-1/qid=1169443690/ref=sr_1_1/102-7995122-7196148?ie=UTF8&s=books


Supercade: A Visual History of the Videogame Age 1971 - 1984, by Van Burnham

Publisher: The MIT Press; New Ed edition (October 1, 2003)

ISBN-10: 0262524201

http://www.amazon.com/Supercade-Visual-History-Videogame-1971-1984/dp/0262524201/sr=8-1/qid=1169443599/ref=sr_1_1/102-7995122-7196148?ie=UTF8&s=books


Joystick Nation, by J.C. Herz

Publisher: Little Brown & Co (T); 1st ed edition (June 1997)

ISBN-10: 0316360074

http://www.amazon.com/Joystick-Nation-Videogames-Quarters-Rewired/dp/0316360074/sr=8-1/qid=1169443553/ref=sr_1_1/102-7995122-7196148?ie=UTF8&s=books


Killing Monsters: Why Children Need Fantasy, Super Heroes, and Make-Believe Violence, by Gerard Jones

Publisher: Basic Books (May 6, 2003)

ISBN-10: 0465036961

http://www.amazon.com/Killing-Monsters-Children-Make-Believe-Violence/dp/0465036961/sr=8-1/qid=1169444975/ref=pd_bbs_sr_1/102-7995122-7196148?ie=UTF8&s=books


What Video Games Have to Teach Us About Learning and Literacy, by James Paul Gee

Publisher: Palgrave Macmillan; New Ed edition (May 7, 2004)

ISBN-10: 1403965382

http://www.amazon.com/Video-Games-Teach-Learning-Literacy/dp/1403965382/sr=8-1/qid=1169445090/ref=pd_bbs_sr_1/102-7995122-7196148?ie=UTF8&s=books


Everything Bad Is Good for You, by Steven Johnson

Publisher: Riverhead Hardcover (May 5, 2005)

ISBN-10: 1573223077

http://www.amazon.com/Everything-Bad-Good-You-Actually/dp/1573223077


From Barbie to Mortal Kombat: Gender and Computer Games, edited by Justine Cassell and Henry Jenkins

Publisher: The MIT Press; Reprint edition (February 28, 2000)

ISBN-10: 0262531682

http://www.amazon.com/Barbie-Mortal-Kombat-Gender-Computer/dp/0262531682/sr=8-1/qid=1169445701/ref=pd_bbs_1/102-7995122-7196148?ie=UTF8&s=books


Pikachu's Global Adventure: The Rise and Fall of Pokémon, edited by Joseph Tobin

Publisher: Duke University Press (February 2004)

ISBN-10: 0822332876

http://www.amazon.com/Pikachus-Global-Adventure-Rise-Pokemon/dp/0822332876/sr=8-1/qid=1169445759/ref=pd_bbs_sr_1/102-7995122-7196148?ie=UTF8&s=books


The Mythical Man-Month: Essays on Software Engineering, by Frederick P. Brooks

Publisher: Addison-Wesley Professional; 1st edition (August 2, 1995)

ISBN-10: 0201835959

http://www.amazon.com/Mythical-Man-Month-Software-Engineering-Anniversary/dp/0201835959/sr=8-1/qid=1169445832/ref=sr_1_1/102-7995122-7196148?ie=UTF8&s=books


Peopleware: Productive Projects and Teams, 2nd edition by Tom Demarco and Timothy Lister

Publisher: Dorset House Publishing Company, Incorporated; 2nd edition (February 1, 1999)

ISBN-10: 0932633439

http://www.amazon.com/Peopleware-Productive-Projects-Teams-2nd/dp/0932633439/sr=8-1/qid=1169445887/ref=sr_1_1/102-7995122-7196148?ie=UTF8&s=books


Postmortems from Game Developer, edited by Austin Grossman

Publisher: Focal Press; 1st edition (February 2003)

ISBN-10: 1578202140

http://www.amazon.com/Postmortems-Game-Developer-Developers-Top-Selling/dp/1578202140/sr=8-1/qid=1169445939/ref=sr_1_1/102-7995122-7196148?ie=UTF8&s=books


Game Over, Press Start to Continue, by David Sheff, with new material by Andy Eddy

Masters of Doom, by David Kushner

Publisher: Random House Trade Paperbacks; Reprint edition (May 11, 2004)

ISBN-10: 0812972155

http://www.amazon.com/Masters-Doom-Created-Transformed-Culture/dp/0812972155/sr=8-1/qid=1169446764/ref=pd_bbs_sr_1/102-7995122-7196148?ie=UTF8&s=books


Smartbomb: The Quest for Art, Entertainment, and Big Bucks in the Videogame Revolution by Heather Chaplin and Aaron Ruby

Publisher: Algonquin Books; Reprint edition (October 12, 2006)

ISBN-10: 1565125452

http://www.amazon.com/Smartbomb-Quest-Entertainment-Videogame-Revolution/dp/1565125452/sr=8-1/qid=1169446814/ref=sr_1_1/102-7995122-7196148?ie=UTF8&s=books


The Xbox 360 Uncloaked by Dean Takahashi

Publisher: Lulu Press (May 5, 2006)

ISBN-10: 0977784215

http://www.amazon.com/Xbox-360-Uncloaked-Microsofts-Next-Generation/dp/0977784215/sr=8-1/qid=1169446709/ref=pd_bbs_sr_1/102-7995122-7196148?ie=UTF8&s=books


Understanding Comics, by Scott McCloud

Publisher: Harper Paperbacks; Reprint edition (April 27, 1994)

ISBN-10: 006097625X

http://www.amazon.com/Understanding-Comics-Invisible-Scott-McCloud/dp/006097625X/sr=8-1/qid=1169446653/ref=pd_bbs_1/102-7995122-7196148?ie=UTF8&s=books


Story: Substance, Structure, Style, and the Principles of Screenwriting, by Robert McKee

Publisher: Regan Books; 1st edition (December 17, 1997)

ISBN-10: 0060391685

http://www.amazon.com/Story-Substance-Structure-Principles-Screenwriting/dp/0060391685/sr=8-1/qid=1169446565/ref=sr_1_1/102-7995122-7196148?ie=UTF8&s=books


A Pattern Language, by Christopher Alexander

Publisher: Oxford University Press, USA (1977)

ISBN-10: 0195019199

http://www.amazon.com/Pattern-Language-Buildings-Construction-Environmental/dp/0195019199/sr=8-1/qid=1169446471/ref=pd_bbs_sr_1/102-7995122-7196148?ie=UTF8&s=books


The Design of Everyday Things, by Donald Norman

Publisher: Basic Books; Reprint edition (September 17, 2002)

ISBN-10: 0465067107

http://www.amazon.com/Design-Everyday-Things-Donald-Norman/dp/0465067107/sr=8-1/qid=1169446409/ref=pd_bbs_sr_1/102-7995122-7196148?ie=UTF8&s=books


Homo Ludens, by Johan Huizinga

Publisher: Beacon Press (June 1, 1971)

ISBN-10: 0807046817

http://www.amazon.com/Homo-Ludens-Johan-Huizinga/dp/0807046817/sr=8-1/qid=1169446348/ref=pd_bbs_sr_1/102-7995122-7196148?ie=UTF8&s=books


Man, Play, and Games, by Roger Caillois

Publisher: University of Illinois Press; Reprint edition (August 31, 2001)

ISBN-10: 025207033X

http://www.amazon.com/Man-Play-Games-Roger-Caillois/dp/025207033X/sr=8-1/qid=1169446297/ref=pd_bbs_sr_1/102-7995122-7196148?ie=UTF8&s=books


The Ambiguity of Play, by Brian Sutton-Smith

Publisher: Harvard University Press; New Ed edition (May 15, 2001)

ISBN-10: 0674005813

http://www.amazon.com/Ambiguity-Play-Brian-Sutton-Smith/dp/0674005813/sr=8-1/qid=1169446245/ref=pd_bbs_sr_1/102-7995122-7196148?ie=UTF8&s=books


Understanding Media: The Extensions of Man, by Marshall McLuhan

Publisher: The MIT Press; Reprint edition (October 20, 1994)

ISBN-10: 0262631598

http://www.amazon.com/Understanding-Media-Extensions-Marshall-McLuhan/dp/0262631598/sr=8-1/qid=1169446095/ref=pd_bbs_sr_1/102-7995122-7196148?ie=UTF8&s=books


Dungeons & Dragons Player’s Handbook, by various author

Publisher: Wizards of the Coast; Special edition (November 4, 2004)

ISBN-10: 0786934328

http://www.amazon.com/Special-Players-Handbook-Dungeons-Rulebook/dp/0786934328/sr=8-1/qid=1169446027/ref=sr_1_1/102-7995122-7196148?ie=UTF8&s=books


Hamlet on the Holodeck: The Future of Narrative in Cyberspace, by Janet H. Murray

Publisher: The MIT Press (August 27, 1998)

ISBN-10: 0262631873 http://www.amazon.com/Hamlet-Holodeck-Future-Narrative-Cyberspace/dp/0262631873/sr=8-1/qid=1169446923/ref=sr_1_1/102-7995122-7196148?ie=UTF8&s=books

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