Recommended Books
International Game Developers Association
[edit] Ernest Adams' "50 Books For Everyone In the Game Industry"
Source: Ernest Adams, as posted at Next Generation's website.
- Trigger Happy: The Inner Life of Videogames
- Flow: The Psychology of Optimal Experience
- Rules of Play
- Half-Real: Video Games between Real Rules and Fictional Worlds
- Unit Operations: An Approach to Videogame Criticism
- Fundamentals of Game Design
- 21st Century Game Design
- Gender-Inclusive Game Design
- A Theory of Fun for Game Design
- Balance of Power: International Politics as the Ultimate Global Game
- Digital Game-Based Learning
- Game Writing: Narrative Skills for Videogames
- Creating the Art of the Game
- The Visual Display of Quantitative Information
- Visual Explanations
- Envisioning Information
- Pause and Effect: The Art of Interactive Narrative
- The Fat Man on Game Audio: Tasty Morsels of Sonic Goodness
- Developing Online Games: An Insider’s Guide
- Designing Virtual Worlds
- Community Building on the Web: Secret Strategies for Successful Online Communities
- The Oxford History of Board Games
- The Ultimate History of Video Games
- Supercade: A Visual History of the Videogame Age 1971 - 1984
- Joystick Nation
- Killing Monsters: Why Children Need Fantasy, Super Heroes, and Make-Believe Violence
- What Video Games Have to Teach Us About Learning and Literacy
- Everything Bad Is Good for You
- From Barbie to Mortal Kombat: Gender and Computer Games
- Pikachu's Global Adventure: The Rise and Fall of Pokémon
- The Mythical Man-Month: Essays on Software Engineering
- Peopleware: Productive Projects and Teams
- Postmortems from Game Developer
- Game Over, Press Start to Continue, by David Sheff, with new material
- Masters of Doom
- Smartbomb: The Quest for Art, Entertainment, and Big Bucks in the Videogame Revolution
- The Xbox 360 Uncloaked
- Understanding Comics
- Story: Substance, Structure, Style, and the Principles of Screenwriting
- A Pattern Language
- The Design of Everyday Things
- Homo Ludens
- Man, Play, and Games
- The Ambiguity of Play
- Understanding Media: The Extensions of Man
- Dungeons & Dragons Player’s Handbook
- Hamlet on the Holodeck: The Future of Narrative in Cyberspace
