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ART 1100 Introduction to Digital Media Arts (Prof. Suh): Find Books - HamCAT

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Examples of LC Subject Headings Used In HamCAT

  • serious games
  • game-based learning
  • educational games
  • video games--social aspects
  • video games--design
  • instructional systems--design
  • gaming--social aspects
  • social learning
  • gamification
  • social discrimination learning
  • social & emotional learning
  • board games
  • game theory
  • world politics--study and teaching--simulation methods
  • motivational theory
  • game design (film & media)

More information about HamCAT

Type of Content You'll Find in HamCAT

Articles from journals and magazines
Hromek, & Roffey, S. (2009). Promoting Social and Emotional Learning With Games: It’s Fun and We Learn Things. Simulation & Gaming, 40(5), 626–644.

Chancey, & Bliss, J. P. (2012). Unreliable Information in Infantry Situation Awareness: Improvement Through Game-Based Training. Simulation & Gaming, 43(5), 581–599.

Lobel, Engels, R. C. M. E., Stone, L. L., Burk, W. J., & Granic, I. (2017). Video Gaming and Children’s Psychosocial Wellbeing: A Longitudinal Study. Journal of Youth and Adolescence, 46(4), 884–897.

Anderson, & Schrier, K. (Kat). (2022). Disability and Video Games Journalism: A Discourse Analysis of Accessibility and Gaming Culture. Games and Culture, 17(2), 179–197.

 Vanden Bempt, Economou, M., Dehairs, W., Vandermosten, M., Wouters, J., Ghesquière, P., & Vanderauwera, J. (2022). Feasibility, Enjoyment, and Language Comprehension Impact of a Tablet- and GameFlow-Based Story-Listening Game for Kindergarteners: Methodological and Mixed Methods Study. JMIR Serious Games, 10(1), e34698–e34698.

Cody, Ritterfeld, U., & Vorderer, P. (2009). Serious games : mechanisms and effects. Routledge.

Steinkuehler, Squire, K., & Barab, S. A. (Eds.). (2012). Games, learning, and society : learning and meaning in the digital age. Cambridge University Press.

McCain. (2013). Value solutions in cooperative games. World Scientific Pub.

Print Books
Flanagan, & Nissenbaum, H. (2014). Values at play in digital games. The MIT Press. @MnPALS partner library. Order via ILL. 

Lamy. (1994). Teaching global awareness with simulations and games : grades 6-12 (Updated.). Center for Teaching International Relations, University of Denver Colorado Seminary. Hamline Bush Library, Third Floor LB 1584 .T43 1994.

Alexander. (2017). The new digital storytelling : creating narratives with new media (Revised and updated edition.). Praeger, an Imprint of ABC-CLIO, LLC. Bush Library, Third Floor QA76.76 .I59 A42 2017


Louder, & Kirkman, C. (2015). Compounded : better gaming through chemistry. Dice Hate Me Games.

Acaroglu. (2015). Design play cards : design for sustainability. Eco Innovators.

BioShock (Xbox 360.). (2007). 2K Games.

Streaming Video and DVDs

Nice guys finish first game theory and the quest for mutual cooperation. (2008). Infobase.

The best video game side quests | Design analysis. (2022). WP Company LLC d/b/a The Washington Post.

Nong. (2022). Evaluating Social Impact in Serious Games. ProQuest Dissertations Publishing.

Fan. (2020). Me Behind the Mirror: A Video Game Reflecting School Bullying. ProQuest Dissertations Publishing.

Soniat. (1992). The effect of instructional videos and simulation-gaming activities in the environmental science curriculum on knowledge and attitudes. ProQuest Dissertations Publishing.

American Journal of Play

Simulation & Gaming

Board Game Studies Journal Online