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Game Mods
Erik Champion et al. 2012

Are games worthy of academic attention? Can they be used effectively in the classroom, in the research laboratory, as an innovative design tool, as a persuasive political weapon? Game Mods: Design, Theory and Criticism aims to answer these and more questions. It features chapters by authors chosen from around the world, representing fields as diverse as architecture, ethnography, puppetry, cultural studies, music education, interaction design and industrial design. How can we design, play with and reflect on the contribution of game mods, related tools and techniques, to both game studies and to society as a whole?

This work is licensed under a Creative Commons Attribution-NonCommercial-No Derivative Works 2.5 License

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Mobile Media Learning
Seann Dikkers, John Martin, Bob Coulter et al. 2012

Mobile Media Learning shares innovative uses of mobile technology for learning in a variety of settings. From camps to classrooms, parks to playgrounds, libraries to landmarks, Mobile Media Learning shows that exciting learning can happen anywhere educators can imagine. Join these educator/designers as they share their efforts to amplify spaces as learning tools by engaging learners with challenges, quests, stories, and tools for investigating those spaces.

In addition, Mobile Media Learning shares tips, guides, and plans for building your own mobile game or game design 'jam'. Start building mobile learning experiences today!

This work is licensed under a Creative Commons Attribution-NonCommercial-No Derivative Works 2.5 License

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The Greatest Gift
Ray Mazza 2012

The Greatest Gift (as written about in Tabletop) is a card game about figuring out what the other players would most like out of real life, and offering these things as gifts. Players score when their offered gifts are chosen above the others.

The Greatest Gift is interesting and fun because...
· In order to advance, players must give the best gifts to each other.
· Learn that some players genuinely would rather have a pair of roller skates than their very own island.
· “Promise” cards prompt players to interact in entertaining or emotional ways that extend beyond the borders of normal games.
· Players get to learn the values of their friends in difficult or moral decisions.
· Many cards tailored towards sarcastic and humor-driven players.

This work is licensed under a Creative Commons Attribution-NonCommercial-No Derivative Works 2.5 License

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