Bogost, Ian. (2011a, May 3). Persuasive games: Exploitationware. Gamasutra: The Art and Business of Making Games. Retrieved from

Bogost, Ian. (2011b, August 08). Gamification is bullshit. Ian Bogost: Videogame theory, criticism, design [blog]. Retrieved from

Colby, Richard, & Colby, Rebekah Shultz (Eds.). (2008). Computers and Composition Online [Special issue: Reading games: Composition, literacy, and video gaming]. Retrieved from

Gee, James Paul. (2003). What video games have to teach us about learning and literacy (1st ed.). New York: Palgrave MacMillan.

Hea, Amy Kimme; Zimmerman, Josh; & Howe, Sara. (2010). Press "start": Critical reflections on the development and deployment of a large-scale alternate reality game (ARG). Computers and Writing conference, West Lafayette, IN.

Selfe, Cynthia L., & Hawisher, Gail E. (2007).Gaming lives in the twenty-first century: Literate connections. New York: Palgrave MacMillan.


Further Reading

Johnson, Matthew S. S., & Lacasa, Pilar (Eds.). (2008). Computers and Composition [Special issue: Reading games: Composition, literacy, and video gaming], 25(3).

McGonigal, Jane. (2012). Reality is broken: Why games make us better and how they can change the world. Penguin.


Sites about Our Games

C's the Day:
FYC's the Day:

Other Games Worth Checking Out

World without Oil:
Chore Wars:
September 12th:

Previous: The Next Generation