Parberry, I., T. Roden, and M. G. Kazemzadeh. 2005. Experience with an industry-driven capstone course on game programming. ACM SIGCSE Bulletin 37(1):91-95.
Phelps, A., C. Egert, and K. Bierre. 2006. Games first pedagogy: Using games and virtual worlds to enhance programming education. Journal of Game Development 1(4):45-64.
Pontin, Jason. 2007. Artificial intelligence, with help from the humans. New York Times, March 25. Available at http://www.nytimes.com/2007/03/25/business/yourmoney/25Stream.html. Accessed June 19, 2009.
Rice, John. 2007. Programming a new AquaMOOSE? Virtual real worlds using MellaniuM & Unreal 2. Educational Games Research blog, November 25. Available at http://edugamesblog.wordpress.com/2007/11/25/programming-a-new-aquamoose-virtual-real-worlds-using-millanium-unreal-2/. Accessed June 5, 2009.
Satava, Richard M., K. S. Morgan, Hans B. Sieburg, R. Mattheus, and J. P. Christensen. 1995. Interactive Technology and the New Paradigm for Healthcare. Amsterdam: IOS Press.
Securities and Exchange Commission. 2009. Annual Report (Form 10-K) for Activision Blizzard, Inc., for the Year Ended December 31, 2008. Available at http://investor.activision.com/secfiling.cfm?filingID=1047469-09-2015. Accessed June 29, 2009.
Shaffer, David Williamson. 2008. How Computer Games Help Children Learn. New York: Palgrave Macmillan.
Squire, Kurt. 2003. Video games in education. International Journal of Intelligent Simulations and Gaming 2(1):49-62.
Subrahmanyam, Kaveri, and Patricia M. Greenfield. 1996. Effect of video game practice on spatial skills in girls and boys. Interacting with Video. Patricia Marks Greenfield and Rodney R. Cocking, eds. Santa Barbara, CA: Greenwood Publishing Group. Available at http://books.google.com/books?id=QZjJ9uIj1CcC&printsec=frontcover. Accessed July 13, 2009.
Sung, Kelvin. 2009. Computer games and traditional CS courses. Communications of the ACM 52(12):74-78.
Thai, Ann My, David Lowenstein, Dixie Ching, and David Rejeski. 2009. Game Changer: Investing in Digital Play to Advance Children’s Learning and Health. Report from the Joan Ganz Cooney Center at Sesame Workshop, June. Available at www.joanganzcooneycenter.org/pdf/Game_Changer_FINAL.pdf. Accessed July 9, 2009.
Tychsen, Anders, and Michael Hitchens. 2009. Game time: Modeling and analyzing time in multiplayer and massively multi-2009. Game time: Modeling and analyzing time in multiplayer and massively multiplayer games. Journal of Games and Culture 4(2):170-201.
Wagner, James Au. 2009. The top 10 money-making MMOs of 2008. Salon.com, February 1. Available at http://www.salon.com/tech/giga_om/tech_insider/2009/02/01/top_10_money_making_mmos_2008/print.html. Accessed June 19, 2009.
Whitehead, J. 2008. Introduction to game design in the large classroom. Proceedings of the 3rd International Conference on Game Development in Computer Science Education. New York: Association for Computing Machinery, pp. 61-65.
Williams, Dmitri. 2006. Groups and goblins: The social and civic impact of online gaming. Journal of Broadcasting and Electronic Media 50(4):651-670.
Williams, Dmitri, Nick Yee, and Scott Caplan. 2008. Who Plays, How Much, and Why? Debunking the stereotypical gamer profile. Journal of Computer-Mediated Communication 13:993-1018.
Wolz, U., and S. M. Pulimood. 2007. An integrated approach to project management through classic CS III and video game development. ACM SIGCSE Bulletin 39(1):322-326.
Wright, Will. 2006. Dream machines. Wired, April (14.04). Available at http://www.wired.com/wired/archive/14.04/wright.html. Accessed July 2, 2009.
Yates, Diana. 2008. Strategic video game improves critical cognitive skills in older adults. Press release. University of Illinois News Bureau. Available at http://news.illinois.edu/news/08/1211gamers.html. Accessed July 9, 2009.
Yee, N. 2006. The demographics, motivations, and derived experiences of users of massively multi-user online graphical environments. Presence: Teleoperators and Virtual Environments 15:309-329.
Yee, N. 2009. Befriending ogres and wood-elves: Relationship formation and the social architecture of Norrath. International Journal of Computer Game Research 9(1). Available at http://gamestudies.org/0901/articles/yee. Accessed June 24, 2009.
Zyda, Michael. 2005. From visual simulation to virtual reality to games. IEEE Computer 38(9):25-32.
Zyda, Michael, Victor Lacour, and Chris Swain. 2008. Operating a computer science game degree program. Proceedings of the 3rd International Conference on Game Development in Computer Science Education. New York: Association for Computing Machinery, pp. 71-75.
Zyda, Michael, Marc Spraragen, and Balakrishnan Ranganathan. 2009. Testing behavioral models with an online game. IEEE Computer 42(4):103-105.
McBride, Dennis. 2009. A conversation. Presentation to the committee on February 27, 2009.