Resources

Trusted Resources


Recommended Books

Reality is Broken: Why Games Make Us Better and How They Can Change the World

By Jane McGonigal

Reality is Broken represents a seminal work in living with a world of games; with gamers; surrounded by gamified elements. As such, the book dives into a position which challenges conventional thinking about games for entertainment. Instead, the author (Jane McGonigal) posits the applications of games for teaching, learning, enacting social change, and overall radically and positively improve the world around us.

By Raph Koster

This book represents a deep dive into the kind of experiences and reasons that most people play games: for fun. Koster takes a look at the power of fun as a fundamental and powerful learning tool in games. Individuals use games as a framework to seek patterns and solve puzzles. Most successful games build on the established frameworks and elements of previous games; however the most innovative games subvert notions of exactly what encompasses a “game.” Read this work for a very philosophical but yet applicable overview of the root of “fun” in game design.

For the Win, Revised and Updated Edition: The Power of Gamification and Game Thinking in Business, Education, Government, and Social Impact

By Kevin Werbach and Dan Hunter

An interesting, seminal, and highly applicable work of gamification and game elements in business and enterprise concepts. “For the Win” is a book that serves as a great introduction to the structure and application of gamification outside of games proper. Turn to this work for a great comprehensive start to using gamification in your practice.

SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient

By Jane McGonigal

SuperBetter iterates on McGonigal’s earlier work “Reality is Broken” by providing a relevant and applicable approach to game design as a catalyst for personal and societal change. “In 2009 when game designer and author Jane McGonigal got a bad concussion that wouldn't heal. She became anxious and depressed, even suicidal--a common symptom for concussion sufferers. But rather than let herself sink further, she decided to get better by doing what she does best: she turned her recovery process into a game.” The book outlines the relevant applications of games as an agent for this change as well as focuses on the development of psychological strengths displayed by individuals playing games. Those include optimisim, creativity, courage, and determination.

The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education

By Karl M. Kapp

This book represents a seminal work in the games-based learning and applied games field. It covers student engagement which is the heart of the positive learning experience. The author (Karl M. Kapp) represents an established thought leader in this space. This book details the values of games-based mechanics and their connection to meaningful learning experiences. The Gamification of Learning and Instruction provides a step by step process on how to create and design games that are effective and meaningful for teaching, training, learning, and education.

Game Design Workshop: A Playcentric Approach to Creating Innovative Games

By Tracy Fullerton

A comprehensive, practical, and academic approach to game design that encompasses all of the steps necessary for getting a new designer started. While it does focus on digital and video game design; the concepts included here can be used for all game design activities. The book begins with a review of fundamental elements of game design and then leads the reader into more applicable avenues. Those include prototyping; playtesting; iterating; and re-designing. All of which are critical exercises necessary for improving your own game design practice. https://amzn.to/3lwUt3P

Building Blocks of Tabletop Game Design: An Encyclopedia of Mechanisms

By Geoffrey Engelstein & Isaac Shalev

This book represents seminal work in the tabletop game design field. All game designers should begin with non-digital components and workflows. There is no better place to start the game design process than with table top games. It’s here where designers can address essential elements like core loops, interactivity, and objectives in a more visceral environment. This book is a go-to resource for addressing specific design challenges; and serves as a practical guide for both beginning and established designers. This reference book is essential for both professional designers and classroom educators alike.

It's All a Game: The History of Board Games from Monopoly to Settlers of Catan

By Tristan Donovan

I first got into the world of gaming through board games and table top games. In fact, board games have been around as long as the written word. It’s All a Game is a great and accessible overview of the world of tabletop games and how they co-exist in a world with digital games. An intriguing view of the history, psychology, and relevance of table top games in society is examined along with compelling stories for how these games have shaped how we interact, learn, and teach. This book provides a light read and overview of board games and their relationships to our popular culture.

The Design, Culture and Play of Modern European Board Games Kindle Edition

By Stewart Woods

Eurogames: The Design, Culture and Play of Modern European Board Games is an excellent resource on the growth; development; and emergent popularity of “european” style board games in the tabletop gaming industry. It provides a comprehensive review on the emphasis of theme; mechanics; strategy; luck; and conflict in the inclusion and development of these modern tabletop games. Specific focus is placed on the hobbyists that surround the culture of these board games as well as how the “social construct” of gaming influences play and gathering. This book combines history; cultural studies; leisure students and ludology together in examining the genesis of the modern tabletop game movement. While it does not address game design; learning games; or educational games directly; it does provide an academic insight into the breadth and scope of modern tabletop gaming.

 

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Board Gaming with Education (BGE) is all about leveraging games for playful and engaging learning. Dustin Staats believes that games are tools that can be used for teaching which results in a more engaging, positive, and fulfilling learning experience. 

Board Gaming with Education is a go-to source for not only great tabletop games to be used in your classroom but the resources, knowledge, and expertise necessary to meet your learning needs.

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