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edu.games Research

The publications listed below provide evidence supporting the use of serious games and simulations in education.

References

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.