Reference
References
Key works cited across this site. The full bibliography (250+ works) is in the source thesis.
- Abt, C. (1987). Serious Games. University Press of America.
- Barry, M. et al. (2017). Ethical design in health education games: pluralism, feedback and psychological wellbeing.
- Belman, J. & Flanagan, M. (2010). Designing games to foster empathy. International Journal of Cognitive Technology.
- Boltanski, L. & Thévenot, L. (2006). On Justification: Economies of Worth. Princeton University Press.
- Braad, E., Zavcer, G. & Sandovar, A. (2016). Processes and models for serious game design and development.
- Charsky, D. (2010). From edutainment to serious games: a change in the use of game characteristics. Games and Culture.
- Christiansen, P. (2017). Designing ethical systems for videogames.
- de Freitas, S. (2018). Are games effective learning tools? A review of educational games. Educational Technology & Society.
- Deslongchamps-Gagnon, M. (2017). Values at play and the context of play.
- Dishon, G. (2017). Games of character: team sports, games, and character development. Journal of Moral Education.
- Flanagan, M. (2009). Critical Play: Radical Game Design. MIT Press.
- Flanagan, M. & Nissenbaum, H. (2014). Values at Play in Digital Games. MIT Press.
- Flanagan, M. & Kaufman, G. (2016). Shifting implicit biases with games using psychology: the embedded design approach.
- Gray, C. & Boling, E. (2016). Inscribing ethics and values in designs for learning: a problematic. Educational Technology Research and Development.
- Gulikers, J., Bastiaens, T. & Kirschner, P. (2004). A five-dimensional framework for authentic assessment. Educational Technology Research and Development.
- Hodent, C., Blumberg, F. & Deterding, S. (2024). Ethics in the video game industry.
- Hunicke, R., LeBlanc, M. & Zubek, R. (2004). MDA: A formal approach to game design and game research.
- Kim, T. & Werbach, K. (2016). More than just a game: ethical issues in gamification. Ethics and Information Technology.
- Kultima, A. & Sandovar, A. (2016). Game design values.
- Light, B., Burgess, J. & Duguay, S. (2018). The walkthrough method: an approach to the study of apps. New Media & Society.
- Linegar, D. (2026). Accounting for Values in Serious Game Design. PhD thesis, RMIT University.
- Linegar, D., Vesty, G. & Tsahuridu, E. Serious games, stealth interventions and accounting ethics. Games for Change Asia-Pacific, 2, pp. 179-202.
- Linegar, D. & Vesty, G. (2024, July). Accounting for Psychological Safety in Serious Game and Simulation Design. In International Simulation and Gaming Association Conference (pp. 46-68). Cham: Springer Nature Switzerland.
- Mailhot, C. & Langley, A. (2017). Commercializing academic knowledge in a business school: orders of worth and value assemblages.
- Peters, D., Calvo, R. & Ryan, R. (2018 [framework used 2012–]). Designing for motivation, engagement and wellbeing in digital experience.
- Philippette, T. & Campion, B. (2012). Assessing MMORPG player conflicts through economies of worth.
- Sandovar, A. et al. (2016). Ecosystem for designing games ethically (EDGE).
- Seidman, M., Flanagan, M. & Kaufman, G. (2015). Failed games: lessons learned from promising but problematic game prototypes in designing for diversity.
- Sicart, M. (2013). Beyond Choices: The Design of Ethical Gameplay. MIT Press.
- Vesty, G., Ren, S. & Ji, K. (2018). Integrated reporting as a test of worth. Accounting, Auditing & Accountability Journal.
- Zagal, J. (2009). Ethically notable videogames: moral dilemmas and gameplay.