「シリアスゲーム」参考文献リスト

 先日出版しました、「シリアスゲーム−教育・社会に役立つデジタルゲーム」(藤本徹 著、東京電機大学出版局)の巻末でご案内しましたように、本書で参照した参考文献リストを公開しますのでご利用ください。リンク切れ等、不具合にお気づきの際はご一報くださればたいへん助かります。


第1章
[1] Crawford, C. (1982) The art of computer game design. Retrieved from: http://www.vancouver.wsu.edu/fac/peabody/game-book/Coverpage.html(同書は日本語に翻訳されて「クロフォードのゲームデザイン論」というタイトルでインターネット上に公開されている)
http://www.scoopsrpg.com/contents/special/acgd/Coverpagej.html
[2] Abt, C. (1970). Serious Games: The Art and Science of Games that Simulate
Life in Industry, Government and Education. Viking Press.
[3] Salen, K. and Zimmerman, E. (2004). Rules of Play: Game Design Fundamentals. MIT Press, Cambridge, Massachusetts.
[4] Koster, R (2005). A Theory of Fun for Game Design. Scottsdale, Arizona: Paraglyph Press.(邦訳:「おもしろい」のゲームデザイン―楽しいゲームを作る理論,酒井皇治訳,オライリー・ジャパン,2005年)
[5] Prensky, M. (2001) Digital game-based learning. New York:McGraw-Hill.
[6] Mitchell, A., Savill-Smith, C. (2004) The use of computer and video games for learning, Learning and Skills Development Agency, Retrieved from: http://www.lsda.org.uk/files/PDF/1529.pdf
[7] [4]に同じ
[8] Caillois, R. (1961). Man, play, and games. The Free Press, Glencoe, New York.
[9] [1]に同じ
[10] Galarneau, L. (2005). Ten Reasons Why Games Haven’t Caught on in Education. Retrieved from:
http://socialstudygames.com/index.php?option=com_content&task=view&id=179&Itemid=81
[11] Laurel, B. (2001). Utopian Entrepreneur. Cambridge: MIT Press.
[12] Squire, K. (2004). Replaying History: Learning World History through playing Civilization III. Retrieved from: http://website.education.wisc.edu/kdsquire/dissertation.html
[13] Corbeil, P. (1999). Learning from the children: Practical and theoretical reflections on playing and learning. Simulation & Gaming, 38(2), 163-180.
第2章
[1] Virtual U ウェブサイト http://www.virtual-u.org/
[2] America’s Army ウェブサイト http://www.americasarmy.com/
[3] シリアスゲームイニシアチブ設立趣旨 http://www.seriousgames.org/about2.html
[4] Frasca, G. (2003). Wilson Center Hosts First Annual DC Serious Games Day.
Retrieved from: http://ludology.org/article.php?story=20031208065529941
[5] Leemkuil, H. Ton, D.J., and Ootes, S. (2000). Review of educational use of games and simulations. Knowledge management Interactive Training System. Retrieved from: http://kits.edte.utwente.nl/documents/D1.pdf
[6] 第1章の[4]に同じ
[7] Simpson, E. S. (2005). Evolution in the Classroom: What teachers need to know about the video game generation. TechTrends. 49(5), 17-22.
第3章
[1] Social Impact Gamesウェブサイト http://www.socialimpactgames.com/
[2] Michael, D. & Chen, S. (2005). Serious Games: Games That Educate, Train, And Inform. Course Technology Ptr.
[3] 第2章の[1]に同じ
[4] Virtual U ユーザー支援ウェブサイト http://www.virtualupdate.org/
[5] 第2章の[2]に同じ
[6] Food Force ウェブサイト http://www.food-force.com/
[7] Chris Kohler(2006) 食糧支援活動を学べるゲーム『Food Force』が人気. Retrieved from: http://hotwired.goo.ne.jp/news/20060222206.html
[8] Hazmat:Hotzone 日本語紹介ウェブサイト
https://www.andrew.cmu.edu/~yizena/J-hazmat.html
[9] Carless, S. (2005). Feature: ‘SGS 2005: Hazmat: Hotzone – First-Person First Responder Gaming’. Serious Games Source. Retrieved from:
http://www.seriousgamessource.com/item.php?story=7051
[10] SimOps Studios ウェブサイト http://www.simopsstudios.com/
[11] building Home of our Own ウェブサイトhttp://www.homesofourown.org/
[12] the Howard Dean for Iowa Game http://www.deanforamericagame.com/
[13] September 12th, A toy world ウェブサイト
http://www.newsgaming.com/games/index12.htm
[14] Darfurl is Dying ウェブサイト http://www.darfurisdying.com/
[15] Vargas, J.A. (2006). In ‘Darfur Is Dying,’ The Game That’s Anything But. Washington Post.Retrieved from:
http://www.washingtonpost.com/wp-dyn/content/article/2006/04/30/AR2006043001060.html
[16] Boyd, C (2006). Darfur activism meets video gaming. BBC NEWS. Retrieved from: http://news.bbc.co.uk/go/pr/fr/-/1/hi/technology/5153694.stm
[17] Making History ウェブサイト http://www.making-history.com/
[18] Hot Shot Business ウェブサイト(ディズニーオンライン)
http://www.disney.go.com/hotshot/hsb.html
[19] Hot Shot Business 教師用ガイド [16]のウェブサイトで入手可能
[20] A Force More Powerful ウェブサイト http://www.afmpgame.com/
[21] Ben’s Game ウェブサイト http://www.makewish.org/ben
[22] 別府文隆 (2005). 米国シリアスゲーム関連学会レポート. Retrieved from:
http://www.syg.co.jp/seriousgame/gfh2_2.html
[23] Aldrich, C. (2004). Simulations and the future of learning: An innovative(and perhaps revolutionary)approach to e.learning. San Francisco : Pfeiffer.
[24] Aldrich, C.(2005). Learning by doing: A comprehensive guide to simulations, computer games, andpedagogy in e-learning and other educational experiences. NY : John Wiley & Sons, Inc.
[25] Kirriemuir, J. (2005). Commercial games in the classroom, Interact, 31, 20-21.
[26] Kirriemuir, J. (2005). A survey of COTS (commercial off the shelf) games used in education. presented at Game Developers Conference 2005. San Fransisco, CA. Retrieved from:
http://www.bris.ac.uk/education/research/networks/gern/gdc05.ppt
[27] MacKenty, B. (2006). Evaluting educational potential in a COTS game. Retrived from:http://www.mackenty.org/index.php/site/comments/evaluting_educational_potential_in_a_cots_game/
[28] Sandford, R., Ulicsak, M., Facer, K., & Rudd, T.(2006). Teaching with games. Future Lab. Retrieved from : http://www.futurelab.org.uk/research/teachingwithgames/findings.htm
[29] Kirriemuir, J. (2005). Use of computer and video games in the classroom. presented at DiGRA conference. Vancouver, Canada. Retrieved from:
http://www.silversprite.com/articles/42.pdf
[30] Chris Kohler(2005)体育の時間は『プレイステーション』で. Wired News. Retrieved from:
http://hotwired.goo.ne.jp/news/culture/story/20050621205.html
[31] XRtainment Zoneウェブサイト http://www.xrtainmentzone.com/
[32] Gamasutra. (2006). Dance Dance Revolution Used In U.S. State School Program. Gamasutra. http://www.gamasutra.com/php-bin/news_index.php?story=7917
[33] IT media Games. (2005). ボクらは「桃鉄」で日本地理を、「信長の野望」や「三国志」で歴史を学んだ. Retrieved from:
http://plusd.itmedia.co.jp/games/articles/0505/31/news003.html
[34] ビズローンチ ウェブサイト
http://www.nikkei-bookdirect.com/cdrom/item.php?did=45538
[35] 私の夢&銀行ウェブサイト.
http://www.zenginkyo.or.jp/pub/cdrom/pub0210.html
[36] ビズ体験シリーズ 起業道 ウェブサイト.
http://www.kokuyo.co.jp/rdi/biz-taiken/
[37] ザビックス ウェブサイト. http://www.xavix.jp/
[38] ナムコハッスルクラブウェブサイト. http://hustle-club.com/
[39] セガドライビングシミュレータウェブサイト http://www.sega.co.jp/simulator/
[40] コナミフィットネスマシン製品ウェブサイト http://www.konami.jp/club/
[41] 任天堂Touch DS ウェブサイト. http://touch-ds.jp/
[42] SG Lab ウェブサイト. http://www.square-enix.com/jp/seriousgame/
第4章
[1] Rosser, J.C. Jr., Lynch, P.J., Haskamp, L.A., Yalif, A., Gentile, D.A., & Giammaria, L. (2004, January). Are Video Game Players Better at Laparoscopic Surgery?. Paper presented at the Medicine Meets Virtual Reality Conference, Newport Beach, CA.
[2] Topgun 4 kids ウェブサイト http://www.topgun4kids.com/main.html
[3] Green, C.S. & Bavelier, D. (2003). Action video game modifies visual attention. Nature, 423, 534-537. Retrieved from:
http://www.bcs.rochester.edu/people/daphne/GreenandBavelier.pdf
[4] Re-Mission ウェブサイト http://www.re-mission.net/
[5] Kato, P.M. & Beale, I. L. (2006). Factors affecting acceptability to young cancer patients of a psychoeducational video game about cancer. Journal of Pediatric Oncology Nursing, 23(5), 269-275.
[6] Robillard, G., Bouchard, S., Fournier, T., Renaud, P. (2003). Anxiety and Presence during VR Immersion: A Comparative Study of the Reactions of Phobic and Non-phobic Participants in Therapeutic Virtual Environments Derived from Computer Games. CyberPsychology & Behavior Oct 2003, Vol. 6, No. 5: 467-476.
[7] Virtual Reality Medical Center ウェブサイト http://www.vrphobia.com/
[8] Sited in: Green, C.S. & Bavelier, D. (2004). The Cognitive Neuroscience of Video Games. In Messaris & Humphreys (Eds.), Digital Media: Transformations in Human Communication. New York: Peter Lang Publishing.
[9] [8]に同じ
[10] 学習研究社. (2004). 高齢者のアクテビティグッズ. 学研.
[11] リハビリテインメントマシンの導入効果. ナムコハッスルクラブ. Retrieved from:
http://hustle-club.com/rt/install.html
[12] 新リハビリテインメントマシン「ドキドキへび退治RT」を発売. ナムコプレスリリース. Retreived from:
http://www.namco.co.jp/press/release/01/20060920.pdf
[13] 早稲田大学こどもメディア研究所, 株式会社ナムコ株式会社, バンダイナムコゲームス, 財団法人ニューテクノロジー振興財団. (2006). ゲームの処方箋プロジェクト 中間報告書 Retrieved from:
http://www.robomedia.org/syohousen/report1.pdf
[14] 加藤亮, 河合隆史, 二瓶健次, 佐藤正, 山形仁, 山崎隆. (2006). TVゲームの与える生理・心理的影響. 日本人間工学会第47回大会講演集.
[15] Maki, P.L.(2006). Assessing What Students Learn in Assessing What Students Learn in Technology Technology.based Learning based Learning Environments Environments. Presented at ELI Web Seminar, September15,2006.
[16] [8]に同じ
[17] Stiso, M. (2005). Ensuring Game Training & Cost Effectiveness Through Pervasive Assessment. Presented at Serious Games Summit, Game Developers Conference, San Francisco: CA. March 2005.
第5章
[1] 日本アプライドリサーチ研究所. (2005). オンラインゲームの個人および社会的影響に関する調査報告書.
[2] 表中の文献
Bonk, C. J. & Dennen, V. P. (2005) Massive Multiplayer Online Gaming: A Research Framework for Military Training and Education. Advanced Distributed Learning Technical Report. (1)
Castronova, E. (2005). Synthetic worlds: The business and culture of online games. Chicago: University of Chicago Press.
Choi, D., & Kim, J. (2004). Why people continue to play online games: In search of critical design factors to increase customer loyalty to online contents. Cyberpsychology & Behavior, 7(1).
Delwiche, A. (2006). Massively multiplayer online games (MMOs) in the new media classroom. Educational Technology & Society, 9 (3), 160-172.
Ducheneaut, N., Moore, R. J., & Nickell, E. (2004). Designing for sociability in massively multiplayer games: An examination of the “third places” of swg. Paper presented at the Proceedings of the Other Players Conference, Copenhagen: IT University of Copenhagen.
Ducheneaut, N., Yee, N., Nickell, E., and Moore, R.J. (2006). “Alone Together? Exploring the Social Dynamics of Massively Multiplayer Games.” In conference proceedings on human factors in computing systems (CHI2006) (pp.407-416).April 22-27, Montreal, PQ, Canada.
Fujimoto, T. (2005). Social Interactions Experienced in the Massively Multiplayer Online Game Environment: Implications in the Design of Online Learning Courses. presented at the AECT annual conference. Orlando, FL.
Griffiths, M., Davies, M.N.O. and Chappell, D. (2003). Breaking the stereotype: The case of on-line gaming. Cyberpsychology and behavior, 6(1), 81-91.
Kelly, R. V. (2004). Massively multiplayer online role-playing games: The people, the addiction and the playing experience: Jefferson: McFarland & Company, Inc.
Steinkuehler, C. A. (2004). Learning in massively multiplayer online games. Paper to be presented at the International Conference of the Learning Sciences (ICLS), Los Angeles, CA. Retrieved from
http://www.sit.wisc.edu/~steinkuehler/papers/SteinkuehlerICLS2004.pdf
Taylor, T.L. (2006). Play Between Worlds: Exploring Online Game Culture: Books. MIT Press.
Whang, LS & Chang, G. (2004). Lifestyles of. virtual world residents: Living in the on-line game. “lineage”. CyberPsychology and Behavior, 7, 592-600.
Wi, J.H., Oh, N., Kim, Y. (2005). Learning in the Online Game Community.
Yee, N. (2002). Facets: 5 motivation factors for why people play mmorpg’s, from http://www.nickyee.com/facets/home.html
[3] [2]の表中のCastronova (2005).
[4] [2]の表中のSteinkuehler (2004).
[5] [2]の表中のFujimoto (2005).
[6] [2]の表中のWi et al (2005).
[7] Game Watch編集部. (2006). 東大、「オンラインゲームの教育目的利用のための研究」報告会を開催歴史授業に「大航海時代 Online」を採用した実証実験がスタート. インプレスWatch. Retrieved from:
http://watch.impress.co.jp/game%2Fdocs/20060829/crest.htm
[8] [2]の表中のBonk & Dennen (2005).
[9] Second Life ウェブサイト http://secondlife.com/
[10]Rosedale, P. (2006). You Can (Not) Be Serious!. Presented at Serious Games Summit, Game Developers Conference, San Jose: CA. March 2006.
[11] [2]の表中のDelwiche, A (2006)
[12] Conklin, M. S. (2005). 101 Uses for Second Life in the College Classroom. presented at GLS conference. Wisconsin, Madison.
[13] Forterra Systems ウェブサイト http://www.forterrainc.com/
[14] Barab, S. A., Thomas, M, Dodge, T., Carteaux, R., and Tuzun, H. (2005). Making learning fun: Quest Atlantis, a game without guns. Educational Technology Research and Development. 53(1), 86-107.
第6章
[1] Gee, J. P. (2004). Situated language and learning: A critique of traditional schooling. London: Routledge.
[2] Frasca, G. (2006). Serious Games And The Japanese Toilet: Extending ‘Serious Game’ Designs To Deliver More. Serious Games Source. Retrieved from:
http://seriousgamessource.com/features/feature_050206_japanese_toilet.php
[3] Sawyer, B. (2002). Serious Games: Improving Public Policy through Game-based Learning and Simulation. Woodrow Wilson Intrenational Center for Scholars. Retrieved from: http://www.wilsoncenter.org/topics/docs/ACF3F.pdf
[4] Ryan, T. & Warhol, D. (2006). Developing Re-Mission. presented at the Games for Health conference. Baltimore, MD. September, 29, 2006.
[5] Bogost, I. (2005). Case Study: Advergaming for advertisement and publicity. presented at the Serious Games Summit D.C., Washington, D.C.
[6] Cannon-Bowers, J., McDowell, P., and Prensky, M. (2005). The Role of Pedagogy and Educational Design in Serious Games. Presented at the Serious Games Summit D.C., Washington, D.C. October, 2005.
[7] Games-related Syllabi on the Web.
http://www.trinity.edu/adelwich/games/syllabi.html
[8] Clark, R. C., & Mayer, R. E. (2006). e-learning and the science of instruction. San Francisco: Pfeiffer.
[9] Schank, R. C. (2006). Lessons in learning, e.learning, and training : Perspectives and guidance for the enlightened trainer. San Francisco : Jossey.Bass.
[10] Oblinger, D. (2006). The Next Generation of Educational Engagement. Journal of Interactive Media in Education, 204(8). Special Issue on the Educational Semantic Web.
[11] Simulearn ウェブサイト http://www.simulearn.net/
[12] Muzzy Lane ウェブサイト http://www.muzzylane.com/
[13] Breakaway Games ウェブサイト http://www.breakawaygames.com/
[14] Legacy Interactive ウェブサイト http://www.legacygames.com/index.php
[15] Persuasive Games ウェブサイト http://www.persuasivegames.com/
[16] Bos, N. (2001). What do game designers know about scaffolding? Borrowing SimCity design principles for education. Ann Harbor, MI: Michigan University and CILT, PlaySpace Project. Retrieved from:
http://playspace.concord.org/Documents/Learning%20from%20SIMCITY.pdf
[17] ズー・タイクーン2教師用ガイド
http://www.ymiteacher.com/pdf/ZooTycoon.pdf
[18] Firaxis Games Teacher Features ウェブサイト
http://www.firaxis.com/community/teacher.php
[19] GamesParentsTeachers.com ウェブサイト
http://www.gamesparentsteachers.com/
[20] Sawyer, B. (2006). Serious Games Tutorial: Core Approaches for Serious Game Project Success. Presented at Serious Games Summit, Game Developers Conference, San Jose: CA. March 2006.
第7章
[1] Carnegie Mellon University Entertainment Technology Centerウェブサイト
http://www.etc.cmu.edu/
[2] ETC Spin-Off Companies.
http://www.etc.cmu.edu/Global/collaborators/spin-offs.html
[3] Hidden Agenda ウェブサイト http://www.hiddenagenda.com/
[4] 第3章の[2]に同じ
[5] Impress Game Watch. (2006). CESA、ゲーム開発者を対象としたカンファレンス「CEDEC 2006」開催:和田洋一CESA会長基調講演「ゲーム産業は第2ステージへ」. Retrieved from:
http://watch.impress.co.jp/game%2Fdocs/20060830/cedec.htm
[6] 任天堂Wiiトピックス. http://www.nintendo.co.jp/wii/topics/index.html
[7] Whatley, D. (2005). What’s So Serious About Game Design?presented at the Serious Games Summit D.C., Washington, D.C.
[8] Rosser, J.C. (2006). Warming up with games: How gameplay before surgery might improve outcomes. presented at the Games for Health conference. Baltimore, MD. September, 29, 2006.
[9] Shaffer, D.W., Squire, K.D., Halverson, R., & Gee, J.P. (2004). Video games and the future of learning. Retrieved from:
http://www.academiccolab.org/resources/gappspaper1.pdf
[10] Games and Professional Practice Simulations (GAPPS) Website
http://www.academiccolab.org/initiatives/gapps.html
[11] Bedigian, L. (2003). Professor James Paul Gee shows the world the importance of video games Retrieved from:
http://pc.gamezone.com/news/07_03_03_06_17PM.htm

2 thoughts on “「シリアスゲーム」参考文献リスト

  1. 君島浩

    藤本さん。興味深い参考文献ですね。クロフォードのゲームデザインの和訳のリンク先が、英語の原典と同じになっているようです。

  2. tfuji

    君島さん、ありがとうございます。
    ご指摘のリンクを修正しました。

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