← edu.gamesReferences
Abt, CC 1987, Serious games, University Press of America, Lanham, MD, viewed 3 August 2026, <https://books.google.com.au/books?id=axUs9HA-hF8C>.
Aldrich, C 2005, Learning by doing: a comprehensive guide to simulations, computer games, and pedagogy in e-learning and other educational experiences, Pfeiffer, San Francisco, CA.
An, Y 2020, ‘Designing effective gamified learning experiences’, International Journal of Technology in Education, vol. 3, no. 2, p. 62.
Arity, V, Linegar, D, Schutt, S & Vesty, G (eds) 2021, Games for Change Asia-Pacific Journal, vol. 1, ETC Press, Carnegie Mellon University, Pittsburgh, viewed 3 August 2026, <https://press.etc.cmu.edu/journals/games-change-asia-pacific-journal>.
Arity, V, Linegar, D, Schutt, S, Vesty, G & Yin, K (eds) 2023, Games for Change Asia-Pacific Journal, vol. 2, ETC Press, Carnegie Mellon University, Pittsburgh, viewed 3 August 2026, <https://press.etc.cmu.edu/journals/games-change-asia-pacific-journal-0>.
Bellotti, F, Kapralos, B, Lee, K, Moreno-Ger, P & Berta, R 2013, ‘Assessment in and of serious games: an overview’, Advances in Human-Computer Interaction, vol. 2013.
Bergeron, BP 2006, Developing serious games, Charles River Media, Hingham, MA.
Bogost, I 2007, Persuasive games: the expressive power of videogames, MIT Press, Cambridge, MA.
Boling, ME 2016, ‘Virtual responsibility: video games and ethical considerations in players’, PhD thesis, ProQuest Dissertations & Theses.
Brooks, A & Vesty, G 2014, ‘Kilgors: a digital performance management simulation’.
Brooks, A, Vesty, G & Shackell, M 2020, Kilgors wine division: a balanced scorecard simulation, Institute of Management Accountants, London.
Brooks, A, Vesty, G & Taouk, M 2020, Testing a strategic investment evaluation tool at Kilgors: a digital-based simulation case, Institute of Management Accountants, London.
Charsky, D 2010, ‘From edutainment to serious games: a change in the use of game characteristics’, Games and Culture, vol. 5, no. 2, pp. 177–198.
de Freitas, S 2018, ‘Are games effective learning tools? A review of educational games’, Journal of Educational Technology & Society, vol. 21, no. 2, pp. 74–84.
Din, ZU & Gibson, GE 2018, ‘Leveraging pedagogical innovation for prevention through design education: lessons learned from serious game development’, in Construction Research Congress 2018, American Society of Civil Engineers, Reston, VA, pp. 706–716.
Flanagan, M 2009, Critical play: radical game design, MIT Press, Cambridge, MA.
Flanagan, M & Nissenbaum, H 2014, Values at play in digital games, MIT Press, Cambridge, MA.
Gray, CM & Boling, E 2016, ‘Inscribing ethics and values in designs for learning: a problematic’, Educational Technology Research and Development, vol. 64, no. 5, pp. 969–1001.
Gregory, S, O’Connell, J, Butler, D, McDonald, M, Kerr, T, Schutt, S, Jacka, L et al. 2019, ‘New applications, new global audiences: educators repurposing and reusing 3D virtual and immersive learning resources’, Australasian Journal of Educational Technology, vol. 35, no. 4.
Gumala, A, Fitriani, L & Larson, I 2026, ‘Impact of Pharmatopia – a digital game-based learning model – towards student understanding and perception in solid pharmaceutical dosage form courses’, Simulation & Gaming, vol. 57, no. 2, pp. 265–275, doi: 10.1177/10468781251393612.
Herrington, J, Reeves, TC & Oliver, R 2014, ‘Authentic learning environments’, in JM Spector, MD Merrill, J Elen & MJ Bishop (eds), Handbook of Research on Educational Communications and Technology, Springer, New York, NY, pp. 401–412.
Jerrett, A & Howell, PM 2022, ‘Values throughout the game space’, Proceedings of the ACM on Human-Computer Interaction, vol. 6, no. CHI PLAY, pp. 1–27.
Linegar, D 2026, ‘Accounting for values in serious game design’, PhD thesis, RMIT University, Melbourne, viewed 3 August 2026, <https://research-repository.rmit.edu.au/articles/thesis/Accounting_for_Values_in_Serious_Game_Design/32181675>.
Linegar, D & Vesty, G 2024, ‘Accounting for psychological safety in serious game and simulation design’, in Simulation and Gaming across Borders: Proceedings of the 55th Conference of the International Simulation and Gaming Association (ISAGA 2024), Springer, Cham, doi: 10.1007/978-3-031-86555-8_4.
Linegar, D, Vesty, G & Tsahuridu, E 2023, ‘Serious games, stealth interventions and accounting ethics’, Games for Change Asia-Pacific Journal, vol. 2, ETC Press, Carnegie Mellon University, Pittsburgh, viewed 3 August 2026, <https://press.etc.cmu.edu/journals/games-change-asia-pacific-journal-0>.
Martino, J, Schutt, S & Linegar, D 2009, ‘Access and disadvantage: the pitfalls and promise of working with young people in a virtual world’, in Making Links Conference Proceedings, Melbourne.
McGonigal, J 2011, Reality is broken: why games make us better and how they can change the world, Penguin Press, New York.
Neely, P & Tucker, J 2013, ‘Case study: an examination of the decision making process for selecting simulations for an online MBA program’, Education + Training, vol. 55, no. 2, pp. 128–138.
Rizzo, A, Schutt, S & Linegar, D 2012, ‘Imagine that: creating a “third space” for young people with high functioning autism through the use of technology in a social setting’, in Proceedings of the 24th Australian Computer-Human Interaction Conference (OzCHI 2012), ACM, Melbourne.
Sandovar, A, Braad, E, Streicher, A & Söbke, H 2016, ‘Ethical stewardship: designing serious games seriously’, in R Dörner, S Göbel, M Kickmeier-Rust, M Masuch & K Zweig (eds), Entertainment Computing and Serious Games: International GI-Dagstuhl Seminar 15283, Dagstuhl Castle, Germany, July 5–10, 2015, Revised Selected Papers, Springer International Publishing, Cham, pp. 42–62.
Sawyer, B 2002, Serious games: improving public policy through game-based learning and simulation, Foresight and Governance Project, Woodrow Wilson International Center for Scholars, Washington, DC.
Sawyer, B 2006, ‘The serious games landscape’, presented at the Serious Games Summit, Game Developers Conference, San Jose, CA.
Sawyer, B 2007, ‘Serious games: broadening games impact beyond entertainment’, Computer Graphics Forum, vol. 26, no. 3.
Sawyer, B & Smith, P 2008, Serious games taxonomy, paper presented at the Serious Games Summit, Game Developers Conference, San Francisco, CA, 18–22 February.
Scavarelli, A & Arya, A 2014, ‘CINDR: a proposed framework for ethical systems in video games’, in 2014 IEEE Games Media Entertainment, IEEE, pp. 1–5.
Schrier, K 2018, ‘Using games to solve real-world civic problems: early insights and design principles’, Journal of Community Engagement and Higher Education, vol. 10, no. 1, p. 2.
Schrier, K 2021, We the gamers: how games teach ethics and civics, Oxford University Press, New York.
Schrier, K & Gibson, D (eds) 2010a, Designing games for ethics: models, techniques and frameworks, IGI Global, Hershey, PA.
Schrier, K & Gibson, D (eds) 2010b, Ethics and game design: teaching values through play, Information Science Reference, Hershey, PA.
Schutt, S, Holloway, D, Linegar, D & Deman, D 2017, ‘Using simulated digital role plays to teach healthcare “soft skills”’, in 2017 IEEE 5th International Conference on Serious Games and Applications for Health (SeGAH), IEEE, Perth.
Schutt, S, Miles-Keogh, R & Linegar, D 2022, ‘Simulations in teacher education’, in Oxford Research Encyclopedia of Education, Oxford University Press, Oxford, viewed 3 August 2026, <https://oxfordre.com/education>.
Sicart, M 2009, The ethics of computer games, MIT Press, Cambridge, MA.
Sicart, M 2014, Play matters, MIT Press, Cambridge, MA.
Steinkuehler, C, Squire, K & Barab, S (eds) 2012, Games, learning, and society: learning and meaning in the digital age, Cambridge University Press, Cambridge.