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Norman Morales

Annotated Bibliography 1. McGonigal, J. (2011). Reality is broken: why games make us better and how they can change the world. New York: Penguin Press. Jane McGonigal gives her vision as a game designer on how we can use the power of games to solve real-world problems. I hope to get the view of an actual game designer on how we can use all the positive aspect of gaming and use them towards real world problems and our daily life. 2. Fisher, L. (2008). Rock, paper, scissors: game theory in everyday life. New York: Basic Books. In this book, Dr. Len Fisher studies game theory and how it can be applied to everyday life to bring people together to cooperate with each other. By taking a more scientific perspective Dr. Fisher will give me a different look at how in general game theory can help people and the world in general. 3. Bogost, I. (2007). Persuasive games: the expressive power of videogames. Cambridge, MA: MIT Press. Ian Bogost looks at how video games have become a new form of rhetoric. Bogost goes about how videos games can be persuasive in many different aspects. I want to take this explain how video games apply real life aspects to their design and how we can invert the process and use them in every day problems. 4. Domnguez, A., Saenz-de-Navarrete, J., de-Marcos, L., Fernndez-Sanz, L., Pags, C., & Martnez-Herriz, J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers & Education, 63, 380392. The researchers designed a gamification plugin for an e-learning platform to see how effective it really is. They found that students that participated in practical assignments had better overall scores but that they performed poorly on written assignments and participated less on class activities. This research will help me acknowledge that gamification may not be effective in all aspects of life or that maybe old style written assignments may pose an unnecessary stress or lack of motivation to complete that gamification may be able to fix. 5. Yamabe, T., & Nakajima, T. (2013). Playful training with augmented reality games: case studies towards reality-oriented system design. Multimedia Tools and Applications, 62(1), 259-286.

Norman Morales

This paper explores the use of reality-oriented augmentation approach to support training activities. It will give me one of many examples about how actual games can be use to help teach people new skills.

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