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Nate Garrelts' References

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Activision. (1985). Hacker [Multiple Platforms]. Santa Monica, CA. Activision.

Anderson, C. A., & Carnagey, N. L. (2009). Causal effects of violent sports video games on aggression: Is it competitiveness or violent content? Journal of Experimental Social Psychology, 45(4), 731–739. doi:10.1016/j.jesp.2009.04.019

Anderson, C. & Dill, K. (2000). Video games and aggressive thoughts, feelings and behavior in the laboratory and in life. Journal of Personality and Social Psychology. (78) 4. Retrieved from http://public.psych.iastate.edu/caa/abstracts/2000-2004/00AD.pdf

Bart, J. (2010, October 12). Air Force grants $750K to wombat for anti-phishing game. Retrieved from http://hothardware.com/news/Wombat-Scores-750K-From-Air-Force-For-AntiPhishing-Game

Bogost, I. (2008). The rhetoric of video games. The Ecology of Games: Connecting Youth, Games, and Learning. Edited by Katie Salen. The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning. Cambridge, MA: The MIT Press, 2008. 117–140.
doi:10.1162/dmal.9780262693646.117

CyberCIEGE Educational Video Game. (n.d.). Retrieved from http://www.cisr.us/cyberciege/

DeLisi, M., Vaughn, M. G., Gentile, D. A., Anderson, C. A., & Shook, J. J. (2013). Violent video games, delinquency, and youth violence: New evidence. Youth Violence and Juvenile Justice, 11(2), 132–142. doi:10.1177/1541204012460874

Double Fine Productions. (2014). Hack ’n’ Slash [Multiple Platforms]. San Fransicso, CA. Double Fine Productions.

Dreadlocks. (2014). Dex [Multiple Platforms]. Prague, Czech Republic. Dreadlocks, Ltd.

Elo, S., & Kyngäs, H. (2008). The qualitative content analysis process. Journal of Advanced Nursing, 62(1), 107–115. doi:10.1111/j.1365-2648.2007.04569.

Egenfeldt-Nielsen, S. (2005). Beyond edutainment: Exploring the educational potential of computer games. IT-University Copenhagen. Retrieved from https://www.itu.dk/en/Research/PhD-Programme/PhD-Defences/~/media/84E9FC842D0649B09D373ACECA66DDDB.ashx.

Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York: Palgrave Macmillan.
Goldberg, L., Hashimoto, R., Schneider, H., McNall, B. (Producers) & Badham, J. (Director). (1983). War Games [Motion Picture]. United States: MGM/UA Entertainment.

Irvine, C., Thompson, M. (2004, July 12). Expressing an information security policy within a security simulation game. Proceedings of the sixth workshop on education in computer security. Naval Postgraduate School. Monterey, CA. pp. 43-49

Kushner, D. & Lisberger S. (1982). Tron. [Motion Picture]. United States: Buena Vista Distribution.

Maxis. (2000). The Sims [Multiple Platforms]. Electronic Arts.

McClarty, K., Orr, A., Frey, P., Dolan, R., Vassileva, V., & McVay, A. (2012, June). A literature review of gaming in education. Pearson. Retrieved from http://researchnetwork.pearson.com/wpcontent/uploads/lit_review_of_gaming_in_education.pdf

Naval Postgraduate School. (2004). CyberCIEGE [Windows]. Monterey, CA. Naval Postgraduate School.

NovaLabs. (2015). CyberSecurity Lab. NovaLabs. Retrieved from http://www.pbs.org/wgbh/nova/labs/lab/cyber/

Office of the National Coordinator for Health Information Technology's (ONC) Office of the Chief Privacy Officer (OCPO). (2013a). CyberSecure: Contingency Planning [Flash]. HealthIT.gov.

Office of the National Coordinator for Health Information Technology's (ONC) Office of the Chief Privacy Officer (OCPO). (2013b). CyberSecure: Your Medical Practice [Flash]. HealthIT.gov.

Ubisoft Montreal. (2014). Watchdogs [Multiple Platforms]. Montreal, Canada. Ubisoft.

Woodrow, D., Rose, D., Braun, S., O’Brien, W., Kadin, H., Lin, J. . . . Townsend, C. (Producers). Scorpion [Television series]. Hollywood, CA: CBS Television Studios.

yazakchattiest. (2015, April 17). Glenn Beck: Violent Video Games [video file]. Retrieved from https://www.youtube.com/watch?v=UKY3scPIMd8
&feature=youtube_gdata_player