1. Historical Games in History Education 
  2. Historical Games and History / Historical Games as History 
  3. Designer and Production Studies
  4. Archaeogaming. Archaeology of Games and in Games 
  5. Ancient History and Historical Games
  6. Medieval European History, Medievalism, and Historical Games
  7. Historical Games and Early Modernity
  8. US Western History and Games
  9. World Wars and Digital Historical Games
  10. Imperialism, Colonialism, and Hegemony in and around Games
  11. Sid Meier’s Civilization and History 
  12. Simulation & Game Design and Use 
  13. Games and Learning; Games and Simulations in Education
  14. Formal Analysis of Video Games (Including Literary Analysis)
  15. Interactive History, Text and Narrative / Storytelling
  16. Issues of Pedagogy Relevant for Using Gaming in Education
  17. History of Games and Study of Games in Society
  18. The Discipline of History and History Education, Counterfactual History
  19. Media Literacy
  20. Game Theory

Historical Games in History Education

Alexander, J. W. (2013). Civilization and enlightenment: A study in computer gaming and history education. The Middle Ground Journal, 6.

De Angeli, D., Lee, S., O’Neill, E., Finnegan, D.J. and A. Bull. (2018). Agnostic Games: Multiperspective and Unsettling Games for Social Change. Chi Play Proceedings (online)

Devlin-Scherer, R., & Sardone, N. B. (2010). Digital simulation games for social studies classrooms. The Clearing House83, 138-144.

Egenfeldt-Nielsen, S. (2005). Beyond edutainment: Exploring the educational potential of computer games (Doctoral dissertation).

Elliott, A.B.R. (2017). Simulations and Simulacra: History in Video Games. Práticas da História 5: 11-41.

Gilbert, L. (2019). Assassin’s Creed reminds us that history is human experience: students’ senses of empathy while playing a narrative video game. Theory and Research in Social Education 47(1): 108–137.

Hanes, L. and R. Stone (2018). A model of heritage content to support the design and analysis of video games for history education. Journal of Computer Education

Houghton, R. (2016) Where did you learn that? The self-perceived educational impact of historical computer games on undergraduates. Gamevironments. (Gamevironments of the Past available online)

Houghton, R. (2021). If you’re going to be the king, you’d better damn well act like the king: Setting authentic objectives to support learning in Grand Strategy Computer Games. In K Alvestad and R. Houghton eds. The Middle Ages in Modern Culture: History and Authenticity in Contemporary Medievalism,  IBTauris

Kempston, T. and N. Thomas (2019). Creating Simulations: Pseudo-Reality and Learning Environments. Journal of Political Science Education. DOI:

Lee, J. M. (1994). Effectiveness of the use of simulations in a social studies classroom. Retrieved from

Loban, R. (2022). “I never asked for it, but I got it and now I feel that my knowledge about history is even greater!”: play, encounter and research in Europa Universalis IV. Journal of Games Criticism5(1), 1-30. (available online

Loban, R. (2021). Modding Europa Universalis IV: An informal gaming practice transposed into a formal learning setting. E-Learning and Digital Media, 20427530211022964.  

Loban, R. (2021). Europa Universalis IV and Deep Learning: Historical Accuracy, Counterfactuals and Historical Themes. Loading: The Journal of the Canadian Game Studies Association14(24), 26-47. (available online

Loban, R. (2021). The transformation from physical wargames to grand strategy video games, and the opportunities for deep and efficient historical wargaming experiences. Digital Culture and Education13(1), 81-107. (available online

Loban, R. (2017). “Digitising Diplomacy: Grand Strategy Video Games as an Introductory Tool for Learning Diplomacy and International Relations.” DiGRA Conference. (available online

Marsh, C. J. (1981). Simulation games and the social studies teacher. Theory into Practice, 187-193.

Mavrommati, M., Bousiou, D., and P. Corbeil (2013). Learning to “do history” through gameplay. The Computer Games Journal 2, 68-84. (online)

McCall, J. (2011). Gaming the Past: Using Video Games to Teach Secondary History. Routledge.

McCall, J. (2012). Navigating the Problem Space: The Medium of Simulation Games in the Teaching of HistoryThe History Teacher 45 , 9-28.

McCall, J. (2014). Simulation games and the study of the past: classroom guidelines. In  K. Kee, ed. Pastplay: Teaching and Learning History with Technology. University of Michigam Press, 2014  (free digital download)

McCall, J. (2016). Teaching history with digital historical games: an introduction to the field and best practices. Simulation & Gaming 47, 517-542.

McCall, J. (2019). Playing with the past: History, video games, and why it might matter. Journal of Geek Studies 6, 29-48. (available online)

McMichael, A. (2007). PC games and the teaching of history. The History Teacher40, 203-218.

Metzger, S. and R. Paxton. (2016). Gaming history: A framework for what video games teach about the past. Theory and Research in Social Education: 1-33.

O’Neill, K. and Feenstra, B. (2016). “Honestly, I Would Stick with the Books”: Young Adults’ Ideas About a Videogame as a Source of Historical Knowledge. Game Studies16(2). (available online)

Perrotta, K.A. and J.R. Feinberg. (2016). Using Digital Simulations for teaching the Constitutional Convention in Undergraduate History. Social Studies Research and Practice 11(1): 158-176. (online)

Rantala, J. (2018) Simulations as tool for teaching historical agency: A case study in Finland, in C. Wright-Maley ed., More Like Life Itself: Simulations as Powerful and Purposeful Social Studies. Information Age

Robison, W. B. (2013). Stimulation, not simulation: An alternate approach to history teaching games. The History Teacher46, 577-588.

Schick, J. B. (1984). Computer software: Historical games. OAH Newsletter12(3), 14-15.

Schick, J. B. (1985). Microcomputer simulations in the classroom. History Microcomputer Review1(1), 3-6.

Schick, J. B. (1988). Historical choices. History Microcomputer Review4(1), 15-20.

Squire, K. (2004). Replaying history: Learning world history through playing Civilization III (Doctoral dissertation).

Vas, J. (2017). Four Categories of Video Games in the Practice of History Teaching. In D. Edit and S.F. Oradea (eds.), Staféta (2): 211-227.

Wainwright, A. M. (2014). Teaching historical theory through video games. The History Teacher, 47, 579-612.

Watson, W. R., Mong, C. J., & Harris, C. A. (2010). A case study of the in-class use of a video game for teaching high school history. Computers & Education, 56, 466-474.

Weir, K., & Baranowski, M. (2011). Simulating history to understand international politics. Simulation & Gaming, 42, 441-461.

Worthington, T. (2018)Letting Students Control Their Own Learning: Using Games, Role-Plays, and Simulations in Middle School U.S. History Classrooms. The Social Studies, 109: 136-50

Wright-Maley, C. (2015). Beyond the “Babel problem”: Defining simulations for the social studies. The Journal of Social Studies Research, 39, 63-77.

Historical Games and History / Historical Games as History

Apperley, T. (2013). Modding the Historians’ Code: Historical Verisimilitude and the Counterfactual Imagination. In Kappell, M. and A. Elliot (Ed.) Playing with The Past. Bloomsbury.

Apperley, T. (2018). ‘Counterfactual Communities: Strategy Games, Paratexts and the Player’s Experience of History’, Open Library of Humanities, 4(1): 15 DOI:

Azrioual, S. (2016). Playing the Story: Configuration of Historical Time in Video Games. MA Thesis History of Society, Erasmus University, School of History, Culture, And Communication.

Carvalho, V. (2017). Videogames as tools for social science history. The Historian, 79,  794-819

Cassone, V.I. and M. Thibault (2016). The HGR Framework: A Semiotic Approach to the Representation of History in Digital Games. In D. Fewster and Y. Grufstedt, (eds). Gamevironments Special Issue: Gamevironments of the Past. 146-204.

Chapman, A., Foka, A. and J. Westin (2016). Introduction: what is historical game studies? Rethinking History: The Journal of Theory and Practice,  1-14. (available online)

Chapman, A. (2016). Digital Games as History: How Videogames Represent the Past and Offer Access to Historical Practice. London: Routledge.

Copplestone, T. (2017). But that’s not accurate: the differing perceptions of accuracy in cultural-heritage videogames between creators, consumers and critics. Rethinking History 21: 415–438.

De Angeli, D., Scott, L., O’Neill, E., Finnegan, D., and A. Bull (2018). Agonistic Games: Multiperspective and unsettling games for a social change. Chi Play 18 Extended Abstracts: 103-8

Ghys, T. (2012). Technology trees: Freedom and determinism in historical strategy games. Game Studies: The International Journal of Computer Game Research12(1). Retrieved from

Gilbert, L. (2019). Assassin’s Creed reminds us that history is human experience: students’ senses of empathy while playing a narrative video game. Theory and Research in Social Education 47(1): 108–137.

Henthorne, T. (2003). Cyber-Utopias: The politics and ideology of computer games. Studies in Popular Culture25(3): 63-76.

Houghton, R. (2018). World, structure and play: A framework for games as historical research outputs, tools, and processes. Práticas da História, 7: 11-43.

Houghton, R. (2021). Scholarly History through Digital Games: Pedagogical Practice as Research Method. In Ariese, C., Boom, K.H.J, van den Hout, B., Mol, A.A.A, and A. Politopoulos (Ed.) Return to the Interactive Past. Sidestone.

Kapell, M. W., & Elliott, A. B. R. (2013). Playing with the past: Digital games and the simulation of history. London, England: Bloomsbury Academic.

Kee, K. (2008). Computerized History Games: Narrative Options. Simulation and Gaming. DOI: 10.1177/1046878108325441

MacCallum-Stewart, E. & Parsler, J. (2007) Controversies: historicizing the computer game. Situated Play, Proceedings of DiGRA 2007 Conference: 203–210. (available online)

McCall, J. (2012). Historical simulations as problem spaces: Criticism and classroom use. Journal of Digital Humanities 1.

McCall, J. (2018). Video games as participatory public history. In D. Dean, ed. The Companion to Public History. Hoboken: Wiley and Sons.

SHaw, A. (2015). The Tyranny of Realism: Historical accuracy and politics of representation in Assassin’s Creed III. Loading 9(14):

Stouraitis, E. (2018). Deconstructing the Historical Culture of Massively Multiplayer Online Games: A Participatory Interactive Past. International Journal of Research on History Didactics, History Education, and History Culture, Yearbook 39, 31-52 (Online)

Taylor, T. (2003). Historical simulations and the future of the historical narrative. Journal of the Association for History and Computing6(2). Retrieved from

Wainright, A.M. (2019). Virtual History: How Videogames Portray the Past. Routledge.

Uricchio, W. (2005). Simulation, history, and computer games. In Raessans J. and J. Goldstein (Eds.), Handbook of Computer Game Studies Cambridge, MA: MIT: pp. 327-338. (online)

Vowinckel, A. (2009). Past futures: From re-enactment to the simulation of history in computer games. Historical Social Research/Historische Sozialforschung34, 322-332.

Von Lunen, A., Lewis, K.J., Litherland, B. and P. Cullum. (2019) Historia Ludens: The Playing Historian. Routledge

Wright, E. (2018). On the promotional context of historical video games. Rethinking History, 1-11.

Designer and Production Studies

Grufstedt, Y. (2022), Shaping the Past: Counterfactual History and Game Design Practice in Digital Strategy Games. DeGruyter.

Wright, E. (2022). Rockstar Games and American History: Promotional Materials and the Construction of Authenticity. DeGruyter

Archaeogaming: Archaeology of and in Games

Aycock, J. 2016. Retrogame archeology: Exploring old computer games. New York: Springer. DOI: or report this

Champion, E. 2011. Playing with the past. London: Springer. DOI:

Copplestone, T and Dunne, D. 2017. Digital media, creativity, narrative structure and heritage. Internet Archaeology, 44. DOI:

Gardner, A. 2008. Playing with the past: A review of three ‘archaeological’ PC games. European Journal of Archaeology, 10(1): 74–77. DOI:

Lynch, R, Mallon, B, and Connolly, C. (2015). The pedagogical application of alternate reality games: Using game-based learning to revisit history. International Journal of Game-Based Learning, 5: 18–38. DOI:

Mol, AAA. (2014). Play-things and the origins of online networks: Virtual material culture in multiplayer games. Archaeological Review from Cambridge, 14(1): 144–166.…/Play-Things_and_the_Origins…

Mol, AAA, Ariese-Vandemeulebroucke, CE, Boom, KHJ, Politopoulos, A and Vandemeulebroucke, V. (2016). Video games in archaeology: Enjoyable but trivial? SAA Archaeological Record, 16(5): 11–15.{%22issue_id%22:356358,%22view%22:%22articleBrowser%22,%22publication_id%22:%2216146%22,%22article_id%22:%222638854%22}

Mol, A.A.A. Ariese, C., Boom, K., Politopoulos, A., (2017). The Interactive Past. Archaeology, Heritage, and Video Games. Leiden, Sidestone Press

Morgan, C. 2009. (Re-)building Çatalhöyük: Changing virtual reality in archaeology. Archaeologies: Journal of the World Archaeological Congress, 5(3): 468–487. DOI:

Morgan, C. (ed.) (2016). Video games and archaeology. SAA Archaeological Record, 16(5).

Politopoulos, A., Ariese, C., Boom, K. and Mol, A., (2019). Romans and Rollercoasters: Scholarship in the Digital Playground. Journal of Computer Applications in Archaeology, 2(1), pp.163–175. DOI:

Politopoulos, A., Mol, A., Boom, K., & Ariese, C. (2019). “History Is Our Playground”: Action and Authenticity in Assassin’s Creed: Odyssey. Advances in Archaeological Practice, 7(3), 317-323.

Reinhard, A. (2018). Archaeogaming: An Introduction to Archaeology in and of Video Games. Berghahn.

Smith Nicholls, F. 2018. Virtual dark tourism in The Town of Light. In: Champion, E (ed.), The phenomenology of real and virtual places, 223–237. New York: Routledge. DOI:

Ancient History and Historical Games

Hatlen, J. F. (2012). Students of Rome: Total War. In Thea S. Thorsen (ed.), Greek and Roman Games in the Computer Age, Trondheim Studies in Greek and Latin, Trondheim , p. 175-198. (online)

McCall, J. (2019). Gaming the Past Designer Talk 3: Philippe Malacher (Field of Glory: Empires) Spotify

McCall, J. (2019). Gaming the Past Designer Talk 4: Richard Bodley Scott (Field of Glory 2). Spotify

Thorsen, T. S. (2013). Greek and Roman games in the computer age. Oslo, Norway: Akademika Forlag.

Rollinger, C. ed. (2020) Playing with the Ancient World: Representations of Antiquity in Video Games,  Bloomsbury 2020.

Medieval European History, Medievalism, and Historical Games

Fewster, D. (2015). The Witcher 3: A Wild and Modern Hunt to Medievalise Eastern and Northern .Europe. Gamevironments 2: 158-180.

Houghton, R. ed. (2020), The Middle Ages in Modern Games: Conference Proceedings, Vol. 1. (available online)

Houghton, R. ed. (2021), The Middle Ages in Modern Games: Conference Proceedings, Vol. 2. (available online)

Houghton, R. (2021). If you’re going to be the king, you’d better damn well act like the king: Setting authentic objectives to support learning in Grand Strategy Computer Games. In K Alvestad and R. Houghton eds. The Middle Ages in Modern Culture: History and Authenticity in Contemporary Medievalism,  IBTauris

Kline, D. (2014). Digital Gaming Re-imagines the Middle Ages. London: Routledge.

Wolterink, J (2017) Authentic Historical Imagery: A Suggested Approach for Medieval Videogames. Gamevironments, issue 6, 1-33. (available online)

Wright-Maley C., and J. Parag (2018). All fall down: Simulating the spread of the Black Plague in the high school history classroom. The History Teacher 50, 517-34 

Historical Games and Early Modernity

Winnerling, T. and F. Kerschbaumer, eds.(2014). Early Modernity and Video Games. Cambridge

US Western History Games

Wills, J. (2008). Pixel cowboys and silicon gold mines: Videogames of the American West. Pacific Historical Review, 77, 273-303.

Wright, E. (2022). Rockstar Games and American History: Promotional Materials and the Construction of Authenticity. DeGruyter

World Wars and Games

Campbell, J. (2008). Just less than total war: Simulating World War II as ludic nostalgia. In Whalen & L. Taylor (Eds.), Playing the past: History and nostalgia in video games (pp. 182-200). Nashville, TN: Vanderbilt.

Chapman, A. (2016). It’s Hard to Play in the Trenches: World War I, Collective Memory and Videogames. Game Studies16(2). (available online)

Gish, H. (2010). Playing the Second World War: Call of Duty and the telling of history. Eludamos: Journal for Computer Game Culture4, 167-180. Retrieved from

Kempshall, C. (2015).The First World War in Computer Games. Palgrave Macmillan.

Kempshall, C. (2015).Pixel Lions: The Image of the Soldier in First World War Computer Games. Historical Journal of Film, Radio and Television 35(4): 656-672.

Kempshall, C. (2020).War collaborators: documentary and historical sources in First World War computer games. Rethinking History 10(203).

Koski, J. (2016). Reflections of history: representations of the Second World War in Valkyria Chronicles. Rethinking History.

Potzsch, H. and V. Sisler (2016). Playing cultural memory: framing history  in Call of Duty: Black Ops and Czechoslovakia 38-39: Assassination. Games and Culture 14(1): 1-23. (online)


Imperialism, Colonialism, and Hegemony in and around Games       

Borit, C., Borit, M., and P. Olsen (2018). Representations of Colonialism in Three Popular, Modern Board Games: Puerto RicoStruggle of Empires, and ArchipelagoOpen Library of Humanities, 4: 17.

Seif El Nasr, M., Al-Saati, M., Niedenthal, S., and D. Milam (2008). Assassin’s Creed: A Multi-Cultural Read. Loading 2(3).

Faiduti, B.(2017). Postcolonial Catan, in Torner E, Waldron, E. and A. Trammell (eds.) Analog Game Studies Vol. II. Pittsburg: Carnegie Mellon.

Ford. D. (2016)“eXplore, eXpand, eXploit, eXterminate”:Affective Writing of Postcolonial History and Education in Civilization V. Game Studies, 16.

Hammar, E. (2020). Playing Virtual Jim Crow in Mafia III – Prosthetic Memory via Historical Digital Games and the Limits of Mass Culture Game Studies 20(1). (available online)

Hammar, E. (2017). Counter-hegemonic commemorative play: marginalized pasts and the politics of memory in the digital game Assassin’s Creed: Freedom Cry. Rethinking History 21(3).

Harrer, S. (2018) Casual Empire: Video Games as Neocolonial Praxis. Open Library of Humanities, 4(1): 5, pp. 1–28, DOI: https://doi. org/10.16995/olh.210

Lammes, S. (2010). Postcolonial Playgrounds: Games as Postcolonial Cultures. Eludamos 4(1): 1-6.

LaPensée, E. (2020). SPEAR: a framework for Indigenous cultural games. ANTARES: Letras e Humanidades, 12(28), 4-22. 

LaPensée, B. A. (2008). Signifying the west: colonialist design in Age of Empires III: The WarChiefs. Eludamos. Journal for Computer Game Culture2(1), 129-144. 

Loban, R., & Apperley, T. (2019). Eurocentric values at play: Modding the colonial from the indigenous perspective. In Video games and the global south (pp. 87-100). Pittsburgh, PA: ETC Press. (available online

Mukherjee, S. (2015). The playing fields of empire: Empire and spatiality in video games. Journal of Gaming & Virtual Worlds: 299-315.

Mukherjee, S. and Hammar, E.L. (2018). Introduction to the Special Issue on Postcolonial Perspectives in Game Studies. Open Library of Humanities, 4(2): 33, pp. 1–14. DOI:

Poblocki, K. (2002) Becoming-state: the bio-cultural imperialism of Sid Meier’s Civilization. Focaal – European Journal of Anthropology 39: 163–177. (available online)

Soares, G. (2019). Civilization and Strategy Games’ Progress Delusion. Vice.

Sid Meier’s Civilization and History (See also, Imperialism and Colonialism Games and in Games)

Burns, A. (2002). Civilization III: Digital game-based learning and macrohistory simulations. Retrieved from

Capps, K. (2016) What Civilization VI Gets Wrong about Civilization. Citylab.

Chapman, A. (2013). Is SId Meier’s Civilization History? Rethinking History 17(3).

Ford. D. (2016)“eXplore, eXpand, eXploit, eXterminate”:Affective Writing of Postcolonial History and Education in Civilization V. Game Studies, 16.

Koebel, G. (2017). Simulating the ages of man: Periodization in Civilization V and Europa Universalis IV. Loading … , 10(17), 60-76. (available online)

Friedman, T. (1999) Civilization and Its Discontents: Simulation,  Subjectivity, and Space. In. G. Smith (ed.), Discovering Discs: Transforming Space and Genre on CD-ROM. (online)

“Civilization IV and V as Gamic Histories” (April 2020) (link)

McCall, J. (2019). Gaming the Past Designer Talk 1: Soren Johnson (Civilization IV) Spotify

McCall, J. (2019). Gaming the Past Designer Talk 2: Jon Shafer (Civilization V). Spotify

Mol, A. Politopoulos, A., and C. Ariese (2017). From the Stone Age to the Information Age. History and Heritage in Sid Meier’s Civilization VI. Advances in Archaeological Practice

Mol, A., A. Politopoulos (2018). One More Turn Season 1

Mol, A., A. Politopoulos (2018). One More Turn Season 2

Owens, T. (2011). Modding the History of Science: Values at play in modder discussions of Sid Meier’s civilization. Simulation & Gaming42, 481-495.

Poblocki, K. (2002) Becoming-state: the bio-cultural imperialism of Sid Meier’s Civilization. Focaal – European Journal of Anthropology 39: 163–177. ((available online))

Soares, G. (2019). Civilization and Strategy Games’ Progress Delusion. Vice.

Squire, K. (2004). Replaying history: Learning world history through playing Civilization III (Doctoral dissertation).

Taylor, T. (1994). Using the simulation “Civilization” in a world history course. History Microcomputer Review10, 11-16.

Tharoor, K. (2016). Playing with History: What Sid Meier’s Video Game Empire Got Right and Wrong about Civilization. Long Reads.

Simulation & Game Design and Use

Adams , D.M. (1973). Simulation games: an approach to learning . Worthington , Ohio : Charles A. Jones Publishing.

Arnold, T. (1998). How to Make Your History Class Hop with Excitement (At Least Once a Semester): Designing and Using Classroom Simulations. The History Teacher31, (2), 193-203.

Chin, J., Dukes, R., & Gamson, W. (2009). Assessment in simulation and gaming: A review of the last 40 years. Simulation & Gaming40, 553-568.

Crookall, D. (2010). Serious games, debriefing, and simulation/gaming as a discipline. Simulation & Gaming, 41, 898-920.

Cruickshank, D.R. (1980). Classroom games and simulations. Theory Into Practice19 (1), 75-80.

Fransecky, R.B. and J. Trojanski (1973). Academic gaming. Cincinnati : University of Cincinnati Teaching and Learning Monograph Series.

Fullerton, T. (2008). Game Design Workshop: A Playcentric Approach to Creating Innovative Games. Morgan Kaufman.

Gilbert, N. and K.G. Troitzsch (2005). Simulation for the social scientist. Second Edition. New York: Open University Press.

Gillipsie, P.H. (1973). Learning through simulation games. New York: Paulist Press.

Gredler, M. (1994). Designing and evaluating games and simulations. Houston: Gulf Publishing.

Greenblat, C.S. (1988) Designing games and simulations: an illustrated handbook. Newbury Park: SAGE Publications.

Heyman, M. (1975). Simulation games for the classroom. Bloomington: Phi Delta Kappa Educational Foundation.

Heitzmann, W.R. (1983). Educational games and simulations. Washington, D.C.: National Education Association.

Iuppa N, and Borst, T. (2007). Story and Simulations for Serious Games: Tales from the Trenches. Focal Press.

Marsh, C.J. (1981). Simulation games and the social studies teacher. Theory Into Practice 20 (3), 187-93.

Polos, N.C. (1968). Games social scientists play. The History Teacher1(4) , 16-18+20- 21.

Poullis, C., Kersten-Oertel, M., Benjamin J., Philbin-Briscoe, O., Simon, B, Perissiou, D., Demesticha, S., Markou, E. Frentzos, E., Kyriakidis, P., Skarlatos, D., and S. Rizvic (2018). Evaluation of “The Seafarers”: A serious game on seaborne trade in the Mediterranean Sea during the Classical Period. Digital Applications in Archaeology and Cultural Heritage: 1-14.

Raser, J.R.R. (1969). Simulation and society . Boston : Allyn and Bacon, Inc.

Rasmussen J.L. and R.B. Oakley (1992). Conflict resolution in the Middle East: simulating a diplomatic negotiation between Israel and Syria. Washington, D.C.: United States Institute of Peace Press.

Salen, K. and Zimmerman, E. (2003). Rules of Play: Game Design Fundamentals, Cambridge, MA: MIT Press.

Sauvé, L., Renaud, L., Kaufman, D., & Marquis, J.-S. (2007). Distinguishing between games and simulations: A systematic review. Educational Technology & Society10, 247-256.

Stasz, C. S. (1995). The early days of Simulation and Games: A personal reflection. Simulation & Gaming26, 511-517.


Games and Learning; Games and Simulations in Education

Aldrich, C. (2004). Simulations and the future of learning. San Francisco: Pfeiffer.

Aldrich, C. (2005). Learning by doing: a comprehensive guide to simulations, computer games, and pedagogy in e-learning and other educational experiences. San Francisco: Pfeiffer.

Brown, Harry J.(2008). Videogames and Education. Armon, NY: M.E. Sharpe.

Bogost, I. (2005). Videogames and the future of education. On the Horizon13(2), 119-125.

Clark, R. (2007). Learning from serious games? Arguments, evidence, and research suggestions.Educational Technology 47(3), 56-59.

Colella, V. (2003). Participatory simulations: Building collaborative understanding through immersive dynamic modeling. The Journal of the Learning Sciences9, 471-500.

Ferdig, R. and J. Boyer (2007). Can Game Development Impact Academic Achievement? T.H.E Journal, October. Available online

Ferdig, R. and J. Boyer (2007). Getting Started with Videogame Development? T.H.E Journal, November. Available online

Foreman, J. (2004). Game-based learning: How to delight and instruct in the 21st century. Educause 39 (5), 50-66. Available online at Educause

Garris, R., Ahlers, R. and J. Driskell (2003). Games, motivation, and learning: A research and practice model. Simulation & Gaming33, 441-67.

Gee, J.P. (2003) What video games have to teach us about learning and literacy . New York : Palgrave Macmillan.

Gee, J.P. (2007) Good Video Games and Good Learning. New York: Peter Lang Publishing.

Halverson, R. (2005). What can K-12 school leaders learn from video games and gaming? Innovate 1(6);

Klopfer, E, Haas, J, Osterweil, S and Rosenheck, L. 2018. Resonant games: Design principles for learning games that connect hearts, minds, and the everyday. Cambridge MA: MIT Press. DOI:

Kordaki, M. (2003) The effect of tools of a computer microworld on students’ strategies regarding the concept of conservation of area, Educational Studies in Mathematics52, 177-209.

Mayer, R., Mautone P., and Prothero, W. (2002). Pictorial aids for learning by doing in a multimedia geology simulation game. Journal of Educational Psychology, 94 (1), 171-185.

McLester, S. (2005). Game plan. Technology and Learning, 26 (3),18-26.

O’Neil, H.F., Wainess, R. and E.L. Baker (2005). Classification of learning outcomes: Evidence from the computer games literature. The Curriculum Journal, 2005, 16, 455 – 474.

Prensky, M. (2007). Simulation Nation. Edutopia. Available online at Edutopia

Prensky, M. (2007). Sims vs. Games. Edutopia.  Available online at Edutopia

Squire K., Jenkins, H., Holland , W., Miller, H., O’Driscoll, A., Tan, K.P. & K. Todd (2003). Design principles of next-generation digital gaming for education. Educational Technology , **, 17-23.

Squire, K. (2005). Game based learning: Present and future state of the field. Masie Center e-Learning Consortium; 

Squire, K. (2005). Resuscitating research in educational technology: using game-based learning research as a lens for looking at design-based research. Educational Technology, 45 (1), 9-14.

Squire, K. (2007). Games, learning, and society: Building a field. Educational Technology, 47(4), 51-55.

Squire, K. (2011). Video games and learning: Teaching and participatory culture in the digital age. New York, NY: Teachers College Press.

Steffe, L.P. and H.G. Wiegel (1994). Cognitive play and mathematical learning in computer microworlds. Educational Studies in Mathematics26, pp. 111- 134.

Thomas, D. (2005). Messages and mediums: learning to teach with videogames. On the Horizon 13, 89-94.

Tobias, S and Fletcher, J. (2007). What research has to say about designing computer games for learning. Educational Technology **, 20-29.

Whitton, N. (2011). Game engagement theory and adult learning. Simulation & Gaming, 42, 596-609.

Formal Analysis of Video Games

Apperly, T. (2006). Genre and Game Studies: Toward a Critical Approach to Video Game Genres. Simulation and Gaming, 37(1), 6-23

Bogost, Ian (2007), Persuasive Games: The Expressive Power of Videogames. Cambridge, MA.: MIT Press.

Bogost, Ian (2008), Unit Operations: An Approach to Videogame Criticism. Cambridge, MA. : MIT Press.

Elverdam, C., and Aarseth, E. (2007). Game classification and game design: Construction through critical analysis, Games and Culture2,  3-22.

Harrigan, Pat and Noah Wardrip-Fruin(2007), Second Person: Role-Playing and Story in Games and Playable Media. Cambridge, MA. : MIT Press.

Harrigan, Pat and Noah Wardrip-Fruin (2009), Third Person: Authoring and Exploring Vast Narratives. Cambridge, MA. : MIT Press.

Hitchen, M. and A. Drachen (2009). The Personal Experience of Narratives in Role-Playing Games. Proceedings from Intelligent Narrative Technologies II.

Howard, Jeff (2008), Quests: Design, Theory, and History in Games and Narratives. AK Peters Ltd.

Juul, J. (2005). Half-Real: Video Games between Real Rules and Fictional Worlds. Cambridge, MA.: MIT Press.

Linderoth, J. (2013). Beyond the Digital Divide: An Ecological Approach to Gameplay. DiGRA ’11 – Proceedings of the 2011 DiGRA International Conference: Think Design Play 1(1): 1-17.

Mawhorter, P., Mateas, M., Wardrip-Fruin, N., and A. Jhala, (2014)  Towards a theory of choice poetics. Proceedings of the International Conference on the Foundations of Digital Games. (online)

Michael, D. and Chen, S., Serious Games: Games That Educate, Train, and Inform, Boston: Thomson Course Technology, 2006.

Montfort, Nick (2005), Twisty Little Passages: An Approach to Interactive Fiction. Cambridge, MA.: MIT Press.

Wardrip-Fruin, Noah and Pat Harrigan (2004), First Person: New Media as Story, Peformance, and Game. Cambridge, MA. : MIT Press.

Whalen, Z. and L.N. Taylor, eds. (2008). Playing the Past: History and Nostalgia in Video Games. Nashville: Vanderbilt.

Interactive History, Text and Interactive Narrative

McCall, J. (2018). “Path of Honors: Towards a Model for Interactive History Texts with Twine”. Epoiesen. (available online)

Nack, F., and A. Gordon, eds. (2016). Interactive Storytelling: Proceedings of the 9th International Conference on Interactive Digital Storytelling.

Issues of Pedagogy Relevant for Using Gaming in Education

Guiller, J., Durndell, A. and A. Ross (2008). Peer interaction and critical thinking: face-to-face or online discussion?. Learning and Instruction18, 187-200.

Mayer, R. (2004). Should there be a three-strikes rule against pure discovery learning? American Psychologist59, 14-19.

Moreno, R., Mayer, R.E., Spires, H.A. and J.C. Lester (2001). The case for social agency in computer-based teaching: Do students learn more deeply when they interact with animated pedagogical agents? Cognition and Instruction,  19, 177-213.

Moreno, R. & Mayer, R.E. (1999). Cognitive principles of multimedia learning: The role of modality and contiguity, Journal of Educational Psychology91, 358-368.

Semb, G.B. and Ellis, J.A. (1994). Knowledge taught in school: What is remembered? Review of Educational Research64, 253-86.

History of Games and Studies of Games in Society

Wolf, MJP. (ed.) 2015. Video games around the world. Cambridge, MA: MIT Press. DOI:

Wood, K.(2018). A history of play in print: Games from the Renaissance to Milton Bradley. Center for Gaming Research Occasional Paper Series 44, 1-13.

The Discipline of History and History Education, Counterfactual History

Bransford, J., Brown, A., and Cocking, R. (Eds.) (1999). How people learn . Washington D.C.: National Academy Press.

Carr, E.H. (1961). What is history . New York : Vintage Books.

Ferguson, N. (1997). Virtual History: Alternatives and Counterfactuals. New York, NY: Basic Books.

Megill, A. (2007). Historical knowledge, historical error: A contemporary guide to practice. Chicago, IL: University of Chicago.

Rouet, J-F., Britt, A.B., Mason, R.A., and Perfetti , C.A. (1996). Using multiple sources of evidence to reason about history. Journal of Educational Psychology 88 (3), 478-493.

Spoehr, K.T. and Spoehr, L.W. (1994). Learning to think historically. Educational Psychologist29 (2), 71-77.

Sternberg, R.J. (2003). What is an “expert student?” Educational Researcher, 32 (8), 5-9

VanSledright, B.A. (2002). Fifth Graders Investigating History in the Classroom: Results from a Researcher-Practitioner Design Experiment. The Elementary School Journal103, 131-160.

VanSledright, B.A. (2002).  Confronting History’s Interpretive Paradox while Teaching Fifth Graders to Investigate the Past. American Educational Research Journal39, 1089-1115.

Wineburg, S.S. (1991a). Historical problem solving: a study of the cognitive processes used in the evaluation of documentary and pictorial evidence. Journal of Educational Psychology, 83 (1), 73-87.

Wineburg S.S. (1991b). On the reading of historical texts: notes on the breach between school and academy. American Educational Research Journal. 28495-519.

Media Literacy

Beach, R., Anson, C., Kastman-Breuch, L. and T. Swiss (2008). Teaching Writing Using Blogs, Wikis, and Other Digital Tools. Norwood, MA: Christopher Gordon.

Eagleton, M.B. and Dobler, E. (2007). Reading the Web: Strategies for Internet Inquiry, New York: Guilford Press.

Game Theory

Barash, D.P. (2003). The survival game: how game theory explains the biology of cooperation and competition. New York: Times Books.

Straffin, P.D. (1993) Game theory and strategy. Washington D.C.: The Mathematical Association of America.

Garris, R., Ahlers, R. and J. Driskell, Games, motivation, and learning: A research and practice model. Simulation & Gaming, 2002, vol. 33, 441-67.

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