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Intellectual Productions

Anchor 1
Foundations of Digital Games and Learning
Game Design 101
Playing Online: Let’s Twitch

IP 5 is an analysis in an animated form of 

  1. Fron, Fullerton, Morie & Pearce (2006) The Hegemony of Play: https://www.researchgate.net/publication/228528880_The_Hegemony_of_Play

  2. Kafai, Tynes, & Richard (Eds.). (2016)Diversifying Barbie & Mortal Kombat: Intersectional Perspectives and Inclusive Designs in GamingPittsburgh PA: ETC Press. Read Chapter 1: Cross, K. Press F to Revolt: On the Gamification of Online Activism.

  3. Nakamura, Lisa (2012) Queer Female of Color: The Highest Difficulty Setting There Is? Gaming Rhetoric as Gender Capital https://adanewmedia.org/2012/11/issue1-nakamura/

Hegemonic Play: Gatekeeping Game Culture
Representations in Games: Gender, Ability, Race & Sexuality

IP 6 is analysis in discussion with Angela Losch & Tanya Whiting

  1.  Carr, Diane (2014) Ability, Disability and Dead Space. Game Studies, volume 14 issue 2. http://gamestudies.org/1402/articles/carr 

  2. Kishonna Gray, Gaming Culture Has Always Been Racist – Y’all Just Didn’t Care (https://www.nymgamer.com/?p=16846)

  3. Adrienne Shaw, On Not Becoming Gamers: Moving Beyond the Constructed Audience(https://adanewmedia.org/2013/06/issue2-shaw/)

  4. Feminist Frequency, Damsel in Distress (Part 1) Tropes vs Women (https://feministfrequency.com/video/damsel-in-distress-part-1/)

  5. Feminist Frequency, Queer Tropes vs Video Games: Are You Gay or Just Coded That Way (https://feministfrequency.com/video/queer-tropes-vs-video-games-are-you-gay-or-just-coded-that-way/)

  6. Shannon Sun-Higginson, GTFO: Get the F&#% Out(http://webcat2.library.ubc.ca/vwebv/holdingsInfo?bibId=8963740)

  7. MidBoss, Gaming in Color (http://gamingincolor.tv/)

  8. Kishonna Gray, Gaming Culture Has Always Been Racist – Y’all Just Didn’t Care (https://www.nymgamer.com/?p=16846)

  9. Kishonna Gray, Black Gamers Don’t Matter in Xbox Live(http://www.racismreview.com/blog/2015/03/11/black-gamers-xbox-live/)

  10. Alisha Karabinus, We Are Building Histories: On the Need for Feminist Games Studies (https://www.nymgamer.com/?p=16637)

  1. Burke, Q. & Kafai, Y. (2014). Decade of game making for learning: From tools to communities. M. Angelides & H. Agius (Eds.) Handbook of Digital Games (pp. 689-709). New York: John Wiley & Sons, Inc.

  2. Kafai, Y. & Burke, Q. (2015). Constructionist Gaming: Understanding the Benefits of Making Games for Learning. Educational psychologist, 50, 4, 313-334.

  3. Tran, K. M. (2016). “Her story was complex”: A Twine workshop for ten- to twelve-year-old girls. E-Learning and Digital Media, 13(5–6), 212–226. https://doi.org/10.1177/2042753016689635

IP 3 is a practical look at learning through game design using a Twine.

Learning through Game Design
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