books

 

Recommended Reading List

INCOM-UAB Press


GAMIFICACIÓN EN AULAS UNIVERSITARIAS.
Ruth S. Contreras Espinosa, Jose Luis Eguia (Eds) 2016.
“Gamificación en Aulas Universitarias” está organizado por investigadores del Observatorio de Comunicación, Videojuegos y Entretenimiento del Instituto de la Comunicación de la Universidad Autónoma de Barcelona (InCom-UAB) y de la Universidad de Vic-Universidad Central de Cataluña (Uvic-UCC). Los coordinadores hemos considerado necesario mostrar las experiencias que se están desarrollando en nuestras aulas, y junto a otros investigadores en España, así como profesionales, este E-book protende reunir  experiencias y las principales ideas generadas por un grupo de expertos en distintas aulas universitarias de Madrid y Barcelona. Book in Spanish.
ISBN 978-84-944171-6-0
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See more at INCOM UAB.

ebook_repensar
REPENSEMOS EL JUEGO.
Ruth S. Contreras Espinosa, (Coord.) 2015.
El libro nace con la idea de buscar, representar y comprender una actividad básica y necesaria del ser humano. Se ha buscado continuar con las respuestas que conceptualizan el fenómeno del juego y que se identifica con otros conceptos relevantes. Podemos decir por tanto que las reflexiones de los autores invitados ha sido de gran ayuda en está búsqueda. Nos ayudan a “retroceder” y a “lidiar” con conceptos y creencias que conocemos pero que pocas veces comprendemos. Es necesario continuar con este proceso para presentar una base firme sobre la cual construir nuevos conceptos.
Bellaterra : Institut de la Comunicació, Universitat Autònoma de Barcelona.
Book in Spanish.
ISBN 978-84-942706-5-9
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See more at Portal comunicacion.com UAB.

Libros Recomendados

ludoliteracy

LUDOLITERACY: DEFINING, UNDERSTANDING, AND SUPPORTING GAMES EDUCATION.
José P. Zagal, 2010
It seems like teaching about games should be easy. After all, students enjoy engaging with course content and have extensive experience with videogames. However, games education can be surprisingly complex. This book explores ludoliteracy, or the question of what it means to understand games, by looking at the challenges and problems faced by students taking games-related classes. In response to these challenges, this book then describes how online learning environments can be used to support learning about games by helping students get more from their experiences with games, and helping students use what they know to establish deeper understanding. Book in English.
ISBN: 978-0-557-27791-9
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Game-DesignTHE ART OF GAME DESIGN: A BOOK OF LENSES.
Jesse Schell, 2010
Anyone can master the fundamentals of game design,  no technological expertise is necessary. This book shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality videogames. Good game design happens when you view your game from many different perspectives, or lenses. Anyone who reads this book will be inspired to become a better game designer – and will understand how to do it. Jesse Schell is a highly recognizable name within the game industry – he is the former chair of the International Game Developer’s Association, and has designed many successful games. Book in English.
ISBN: 978-012369496-6
Amazon

Vida-ExtraVIDA EXTRA: LOS VIDEOJUEGOS COMO NUNCA LOS HAS VISTO.
Oriol Boira, Gina Tost, 2015
Video games matured and as a result, much of the good titles are on newspapers or on smartphones. Are complex computer systems specialized for playing, where you can do some incredible things and most modern Games has a lot of possibilities…. This book has a level of insight that would be helpful to understand how games works because the purpose of games is to keep people motivated to continue playing. Book in Spanish.
ISBN: 9788425352782
Amazon Spain 

DiversifyingDiversifying Barbie and Mortal Kombat: Intersectional Perspectives and Inclusive Designs in Gaming.
Yasmin B. Kafai, Gabriela T. Richard, Brendesha M. Tynes, et al., 2016
The third edited volume in the series includes From Barbie to Mortal Kombat and Beyond Barbie and Mortal Kombat, authors expand the discussions on gender, race, and sexuality in gaming. They include intersectional perspectives on the experiences of diverse players, non-players and designers and promote inclusive designs for broadening access and participation in gaming, design and development. Book in English.
ISBN:978-1-365-31818-4
ETC Press