Books on Games, Virtual Worlds, Simulations, Cognitive Studies, and Performance Improvement

In the cue-

Reality Is Broken: Why Games Make Us Better and How They Can Change the World by Jane McGonigal

Reading-

Neuromancer by William Gibson; an old science fiction/cyberpunk book, but where much of the thinking on VR/VWs got started. I guess Snow Crash by Neal Stephenson would come next.

Read-

The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education by Karl Kapp

Fun Inc.: Why Gaming Will Dominate the Twenty-First Century by Tom Chatfield

Infinite Reality by Jim Blascovich and Jeremy Bailenson
Note: great book. Well worth the read. Will post a blog once I digest my thoughts on this.

Brain Rules: 12 Principles for Surviving and Thriving at Work, Home, and School by John Medina

The Checklist Manifesto: How to Get Things Right by Atul Gawande

Learning in 3D: Adding a New Dimension to Enterprise Learning and Collaboration (Essential Knowledge Resource (Pfeiffer)) by Karl Kapp and Tony O’Driscoll

Learning Online with Games, Simulations, and Virtual Worlds: Strategies for Online Instruction (Jossey-Bass Guides to Online Teaching and Learning) by Clark Aldrich

Previous Posts



World of War Craft Better Than Business School

Watch this video, a compelling idea on why the social and management skills gained through World of Warcraft (a massively multi-player organized role play game or MMPORG) can be a better model for learning business management. Guilds are self organizing teams, and leading a guild has its corollary in the real world.

[youtube]http://www.youtube.com/watch?v=BhuOzBS_O-M&feature=player_embedded#![/youtube]

Make a compelling case for exploring the passion, self-motivation, and self-organizing and regulating principles of virtual environments.

Just look at what the FBI licensing a game engine

 


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