[
Ackermann, J. (2011). Gemeinschaftliches Computerspielen auf LAN-Partys: Kommunikation, Medienaneignung, Gruppendynamiken. Münster: LIT.
]Search in Google Scholar
[
Ackermann, J. (2013). Anything but Speechless: Face-to-Face-Communication During Co-Located Gaming. In T. Quandt, & S. Kröger (Eds.), Multi.player – The Social Aspects of Digital Gaming. London: Routledge, pp. 183-192.
]Search in Google Scholar
[
Ackermann, J., & Mariani, I. (2015). Re-thinking the Environment through Games. Designing Location Based Mobile Games in Higher Education for Environmental Awareness. In F. Ugolini, A. Raschi, & F. Papageorgiou (Eds.), Innovation in Environmental Education: ICT and intergenerational learning. International conference proceedings. 24-25 September 2015, Firenze: IBIMET-CNR, pp. 73-78.
]Search in Google Scholar
[
Ackermann, J., Rauscher, A., & Stein, D. (2016). Introduction: Playin’ the City. Artistic and Scientific Approaches to Playful Urban Arts. Navigationen, 16(1), pp. 7-24.
]Search in Google Scholar
[
Apperley, T. H., & Jayemanne, D. (2012). Game Studies’ Material Turn. Westminster Papers in Communication and Culture, 9(1), pp. 5-25.10.16997/wpcc.145
]Search in Google Scholar
[
Atkins, B. (2003). More Than a Game. The Computer Game as Fictional Form. Manchester: Manchester University Press.10.7228/manchester/9780719063640.001.0001
]Search in Google Scholar
[
Bateson, G., & Bateson, M. C. (1972). Steps to an Ecology of Mind. New York: Ballantine Books.
]Search in Google Scholar
[
Bernhaupt, R. (2015) (Ed.). Game User Experience Evaluation. Heidelberg: Springer.10.1007/978-3-319-15985-0
]Search in Google Scholar
[
Bogost, I. (2006). Unit Operations: An Approach to Videogame Criticism. Cambridge: The MIT Press.10.7551/mitpress/6997.001.0001
]Search in Google Scholar
[
Bogost, I. (2007). Persuasive Games: The Expressive Power of Videogames. Cambridge: The MIT Press.10.7551/mitpress/5334.001.0001
]Search in Google Scholar
[
Bogost, I. (2011). How to do Things with Videogames. Minneapolis: University of Minnesota Press.10.5749/minnesota/9780816676460.001.0001
]Search in Google Scholar
[
Caillois, R. (1957). Unity of Play: Diversity of Games. Diogenes, 5(19), pp. 92-121.10.1177/039219215700501907
]Search in Google Scholar
[
De Souza e Silva A. (2006). From Cyber to Hybrid: Mobile Technologies as Interfaces of Hybrid Spaces. Space and Culture 9(3), pp. 261-278.10.1177/1206331206289022
]Search in Google Scholar
[
Ermi, L. & Mäyrä, F. (2005). Fundamental Components of the Gameplay Experience: Analysing Immersion. In S. de Castell & J. Jenson (Eds.), Changing Views: Worlds in Play. Selected Papers of the 2005 Digital Games Research Association’ Second International Conference, pp. 15-27.
]Search in Google Scholar
[
Fink, E. (1957). Oase des Glücks. Gedanken zu einer Ontologie des Spiels. Freiburg/München: Alber.
]Search in Google Scholar
[
Flanagan, M. (2009). Critical Play: Radical Game Design. Cambridge: The MIT Press.10.7551/mitpress/7678.001.0001
]Search in Google Scholar
[
Flanagan, M., & Nissenbaum, H. (2014). Values at Play in Digital Games. Cambridge: The MIT Press.10.7551/mitpress/9016.001.0001
]Search in Google Scholar
[
Fullerton, T. (2014). Game Design Workshop: A Playcentric Approach to Creating Innovative Games. 3rd ed. Boca Raton: CRC Press.10.1201/b16671
]Search in Google Scholar
[
Gee, J. P. (2004). Situated Language and Learning: A Critique of Traditional Schooling. New York/London: Routledge.
]Search in Google Scholar
[
Gee, J. P. (2005). Video Games, Mind, and Learning. The Interactive Digital Media & Arts Association Journal, 2(1), pp. 37-42.
]Search in Google Scholar
[
Gee, J. P. (2007). Good Video Games Plus Good Learning. New York: Peter Lang.10.3726/978-1-4539-1162-4
]Search in Google Scholar
[
Gee, J. P. (2010). New Digital Media and Learning as an Emerging Area and “Worked Examples” as one Way Forward. Cambridge: The MIT Press.
]Search in Google Scholar
[
Geertz, C. (1973). The Interpretation of Cultures: Selected Essays. New York: Basic Books.
]Search in Google Scholar
[
Goffman, E. (1961). Encounters: Two Studies in the Sociology of Interaction. Indianapolis/New York: The Bobbs-Merrill Company.
]Search in Google Scholar
[
Hartmann, A.L. (2016). Die Aneignung von Location Based Mobile Games am Beispiel des Spiels ARTventure (2015), Navigationen, 16(1), pp. 119-136.
]Search in Google Scholar
[
Huizinga, J. (1949). Homo Ludens. A Study of the Play Element In Culture (R. F. C. Hull, Trans.). London: Routledge & Kegan Paul. (Original work published 1938).
]Search in Google Scholar
[
Hunicke, R., LeBlanc, M., & Zubek, R. (2004). MDA: A Formal Approach to Game Design and Game Research. Proceedings of the AAAI Workshop on Challenges in Game AI.
]Search in Google Scholar
[
Jenkins, H. (2009). Confronting the Challenges of Participatory Culture: Media Education for the 21st century. Cambridge: The MIT Press.10.7551/mitpress/8435.001.0001
]Search in Google Scholar
[
Juul, J. (2013). The Art of Failure. Cambridge: The MIT Press.
]Search in Google Scholar
[
Koubek, J. (2013). Zur Medialität des Computerspiels. In J Koubek, M. Mosel, & S. Werning (Eds.), Spielkulturen. Computerspiele in der Gegenwartskultur und im Alltagsdiskurs. Glückstadt: WVH, pp. 17-32.
]Search in Google Scholar
[
Mariani, I. (2016). Meaningful Negative Experiences Within Games for Social Change. Designing and Analysing Games as Persuasive Communication Systems (Doctoral dissertation). Retrieved from Politesi. (117855)
]Search in Google Scholar
[
Millen, D. R. (2000). Rapid Ethnography: Time Deepening Strategies for HCI Field Research. In Proceedings of the 3rd Conference on Designing Interactive Systems: Processes, Practices, Methods, and Techniques, pp. 280-28610.1145/347642.347763
]Search in Google Scholar
[
Mitgutsch, K. (2012). Learning Through Play – A Delicate Matter: Experience-Based Recursive Learning in Computer Games. In J. Fromme & A. Unger (Eds.). Computer Games and New Media Cultures. A Handbook of Digital Games Studies, New York/London: Springer, pp. 571-584.10.1007/978-94-007-2777-9_36
]Search in Google Scholar
[
Nitsche, M. (2008). Video Game Spaces. Image, Play, and Structure in 3D Game Worlds. Cambridge: The MIT Press.10.7551/mitpress/9780262141017.001.0001
]Search in Google Scholar
[
Piaget, J., & Inhelder, B. (1971). Mental imagery in the Child: A Study of the Development of imaginal Representation (P.A. Chilton, Trans.). New York: Basic. (Original work published 1966).
]Search in Google Scholar
[
Prensky, M. (2007). Digital Game-Based Learning. New York: Paragon House.
]Search in Google Scholar
[
Raessens, J. (2006). Playful Identities, or the Ludification of Culture. Games and Culture, 1(1), pp. 52-57.10.1177/1555412005281779
]Search in Google Scholar
[
Richardson, I. (2010). Ludic Mobilities: The Corporealities of Mobile Gaming. Mobilities, 5(4), pp. 431-447.10.1080/17450101.2010.510329
]Search in Google Scholar
[
Schmitt, R. (2013). Körperlich-räumliche Aspekte der Interaktion. Tübingen: Narr.
]Search in Google Scholar
[
Salen, K. (2008). The Ecology of Games: Connecting Youth, Games, and Learning. Cambridge: The MIT Press.
]Search in Google Scholar
[
Salen, K., & et al. (2011). Quest to Learn: Developing the School for Digital Kids. Cambridge: The MIT Press.
]Search in Google Scholar
[
Sicart, M. (2014). Play Matters. Cambridge: The MIT Press.10.7551/mitpress/10042.001.0001
]Search in Google Scholar
[
Squire, K. (2005). Changing the Game: What Happens When Video Games Enter the Classroom. Innovate: Journal of Online Education, 1(6).
]Search in Google Scholar
[
Squire, K. (2006). From Content to Context: Videogames as Designed Experience. Educational Researcher, 35(8), pp. 19-29.10.3102/0013189X035008019
]Search in Google Scholar
[
Squire, K. D. (2008). Video Game–Based Learning: An Emerging Paradigm for Instruction. Performance Improvement Quarterly, 21(2), pp. 7-36.10.1002/piq.20020
]Search in Google Scholar
[
Stokes, B. (2005). Videogames Have Changed: Time to consider Serious games? Development Education Journal, 11(3), p. 12.
]Search in Google Scholar
[
Stokes, B., Seggerman, S., & Rejeski, D. (2006). For a Better World: Digital Games and the Social Change Sector. Whitepaper funded by the MacArthur Foundation.
]Search in Google Scholar
[
Stokes, B. (2014). Civic Games with ‘Local Fit’: Embedding with real-world neighborhoods and place-based networks (Doctoral Dissertation). Retrieved from USC Digital Library. (439302).
]Search in Google Scholar
[
Stokes, B., Watson, J., Fullerton, T., & Wiscombe, S. (2013). A Reality Game to Cross Disciplines: Fostering Networks and Collaboration. Proceedings of Digital Games Research Association 2013.
]Search in Google Scholar
[
Winnicott, D. W. (1971). Playing and Reality. New York/London: Routledge.
]Search in Google Scholar
[
Zimmerman, E. (2003). Play as Research. The Iterative Design Process. In B. Laurel (Ed.), Design Research: Methods and Perspectives. Cambridge: The MIT Press, pp. 176-196.
]Search in Google Scholar