Below are suggested keywords to use when searching for information on Gaming:
- Computer games
- Computer software
- Electronic games
- Internet games
- Massively multiplayer online
- Role-playing games
- Video game design
- Video game industry
- Video gamers
- Video games
- Video games and children
- Video games -- Psychological aspects
- Video games -- Social aspects
- Violence in video games
- Virtual reality
Below are links to websites that discuss gaming in the Humanities. These links range from blogs to collections of interesting games.
Below are some excellent conferences on Gaming. They cover everything from user interaction to design to educational use.
- CGames - International Conference on Computer Games
- Defense GameTech Users' Conference
- D.I.C.E. Summit
- Digital Kids Conference
- DiGRA Conference - DeFragging Game Studies
- East Coast Game Conference
- EduGaming at Lehigh Carbon Community College
- Game Developers Conference (GDC)
- Games for Change Festival (G4C)
- Games for Health Conference
- IndieCade: International Festival of Independent Games
- PAX East
- PRACTICE: Game Design in Detail
This panel from the 2013 San Diego Comic-Con is an excellent primer on the state of gaming from both the consumer and the producer perspectives.
This list, although not meant to be exhaustive, will get you started researching how games are being used in the classroom.
Barnard-Wills, David, and Debi Ashenden. "Playing With Privacy: Games For Education And Communication In The Politics Of Online Privacy." Political Studies 63.1 (2015): 142-160.
Barzilai, Sarit, and Ina Blau. "Scaffolding Game-Based Learning: Impact On Learning Achievements, Perceived Learning, And Game Experiences." Computers & Education 70.(2014): 65-79.
Beavis, Catherine. "Games As Text, Games As Action." Journal Of Adolescent & Adult Literacy 57.6 (2014): 433-439.
Chess, Shira, and Paul Booth. "Lessons Down A Rabbit Hole: Alternate Reality Gaming In The Classroom." New Media & Society 16.6 (2014): 1002-1017.
Giles, Kelly. "No Budget, No Experience, No Problem: Creating A Library Orientation Game For Freshman Engineering Majors." Journal Of Academic Librarianship 41.2 (2015): 170-177.
Gleason, Ann Whitney. "RELM: Developing A Serious Game To Teach Evidence-Based Medicine In An Academic Health Sciences Setting." Medical Reference Services Quarterly 34.1 (2015): 17-28.
Jiménez, Osvaldo. "Leveraging The Social Aspect Of Educational Games." Theory Into Practice54.2 (2015): 101-108.
Liu, Min, et al. "Designing Science Learning With Game-Based Approaches." Computers In The Schools 31.1/2 (2014): 84-102.
Núñez Castellar, Elena, et al. "Cognitive Abilities, Digital Games And Arithmetic Performance Enhancement: A Study Comparing The Effects Of A Math Game And Paper Exercises." Computers & Education 85.(2015): 123-133.
Sabatino, Lindsay. "Improving Writing Literacies Through Digital Gaming Literacies: Facebook Gaming In The Composition Classroom." Computers & Composition 32.(2014): 41-53.
Whitton, Nicola, et al. "Alternate Reality Games As Learning Environments For Student Induction."Interactive Learning Environments 22.3 (2014): 243-252.
Wood, Georgina, et al. "Serious Games For Energy Social Science Research." Technology Analysis & Strategic Management 26.10 (2014): 1212-1227.