Publications

RECOMMENDED READING LIST

GAMIFICATION IN UNIVERSITY CLASSROOMS.
Ruth S. Contreras Espinosa, Jose Luis Eguia (Eds) 2016.

“Gamification in University Classrooms” is organized by researchers from the Observatory of Communication, Videogames and Entertainment of the Institute of Communication of the Autonomous University of Barcelona (InCom-UAB) and the University of Vic-Central University of Catalonia (Uvic-UCC) . The coordinators have considered it necessary to show the experiences that are being developed in our classrooms, and together with other researchers in Spain, as well as professionals, this E-book protects experiences and the main ideas generated by a group of experts in different university classrooms. Madrid and Barcelona. Book in Spanish.
ISBN 978-84-944171-6-0
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WE REPENS THE GAME.
Ruth S. Contreras Espinosa, (Coord.) 2015.
The book was born with the idea of ​​seeking, representing and understanding a basic and necessary activity of the human being. We have sought to continue with the answers that conceptualize the game phenomenon and that is identified with other relevant concepts. We can therefore say that the reflections of the invited authors (among them Gonzalo Frasca, Marius Serra and Oriol Comas) have been of great help in this search. They help us “back off” and “deal” with concepts and beliefs that we know but rarely understand. It is necessary to continue with this process to present a firm basis on which to build new concepts.
Bellaterra: Institut de la Comunicació, Universitat Autònoma de Barcelona.
Book in Spanish.
ISBN 978-84-942706-5-9.
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Recommended books
LUDOLITERACY: DEFINING, UNDERSTANDING, AND SUPPORTING GAMES EDUCATION.
José P. Zagal, 2010
It seems that learning with games is easy. After all, students enjoy interacting with the content of the course and have extensive experience with video games. However, education can be surprisingly complex. This book explores “ludoliteracy”, or what it means, to understand games by looking at the challenges and problems students face in them, but directly related to the learning sessions. In response to these challenges, this book describes how online learning environments can be used to support learning, help students gain better experiences with games, and establish a deeper understanding of them. Book in English.
ISBN: 978-0-557-27791-9
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THE ART OF GAME DESIGN: A BOOK OF LENSES.
Jesse Schell, 2010
Anyone can master the fundamentals of Game Design without the necessary technological experience. This book shows the Objectives, and basic principles of psychology that work together to design board games, card games or athletics, as keys to making high quality games. A good design occurs when the game is viewed from 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 recognized professional within the gaming industry – he is the former president of the International Game Developer’s Association, and has designed several successful games.
Book in English.
ISBN: 978-012369496-6
Amazon

EXTRA LIFE: THE VIDEO GAMES AS YOU HAVE NEVER SEEN THEM.
Oriol Boira, Gina Tost, 2015
Video games matured and as a result, a lot of good titles appear on the front pages of newspapers and those who least thought they would play them, have them installed on their smartphones. They are complex specialized computer systems to play, where you can do amazing things and the most modern video games have many more possibilities than we think …. This book is useful to understand how they work since their main objective is to keep people motivated. Book in Spanish.
ISBN: 9788425352782
Amazon Spain

Diversifying Barbie and Mortal Kombat: Intersectional Perspectives and Inclusive Designs in Gaming.
Yasmin B. Kafai, Gabriela T. Richard, Brendesha M. Tynes, et al., 2016
In the third volume of the series, discussions on gender, race and sexuality in games are expanded. It also includes cross-sector perspectives in the players’ experiences, including to promote designs, to access and expand participation in games of chance, in design and in the development of games. Book in English.
ISBN: 978-1-365-31818-4
ETC Press