Anderson, D. (2003, Spring). “Prosumer approaches to new media composition: Consumption and production in continuum.” Kairos: Rhetoric, Technology, Pedagogy, 8(1). Retrieved March 28, 2008 from

Brown, E. & Cairns, P. (2004, April 24-29). A grounded investigation of game immersion. CHI ’04 extended abstracts on human factors in computing systems. (pp. 1297-1300). New York: ACM.

de Castell, S. & Jenson, J. (2004). Paying attention to attention: New economies for learning. Educational Theory, 54(4), 381-397.

Elbow, P. (1973). Writing without teachers. New York: Oxford University Press.

Elbow, P. & Belanoff, P. (1995). Sharing and Responding. (2nd ed.). New York: McGraw-Hill.

Ermi, L. & Mäyrä, F. (2005). Fundamental components of the gameplay experience: analyzing immersion. In S. de Castell and J. Jensen’s (Eds.), Selected Papers of the 2005 Digitial Games Research Association’s Second International Conference. (pp. 15-27). Retrieved February 27, 2008 from

Garris, R., Ahlers, R., & Driskell, J. E. (2002, December). Games, motivation, and learning: A research and practice model. Simulation and Gaming, 33(4), 441-467.

Gee, J.P. (2003). What Video Games have to Teach us about Learning and Literacy. New York: Palgrave Macmillan.

George, D. (1984). Working with peer groups in the composition classroom. College Composition and Communication, 35(3), 320-326.

Holt, M. (1992). The value of written peer criticism. College Composition and Communication, 43(3), 384-392.

Jenkins, H. (2003). Quentin Tarantino’s Star Wars?: Digital cinema, media convergence and participatory culture. In D. Thorburn & H. Jenkins (Eds.), Rethinking media change: The Aesthetics of transition (pp. 281-312). Cambridge, MA: MIT Press.

Jenkins, H. (2006) Serious games in the age of media convergence and collective intelligence. Serious Games Summit. Washington D.C.

Jenkins, H., Clinton K., Purushotma R., Robison A.J., & Weigel M. (2007). Confronting the challenges of participatory culture: Media education for the 21st century [White Paper]. The MacArthur Foundation. Retrieved April 17, 2008 from Digital Learning (PDF).

Huizinga, J. (1955). Homo ludens: A study of the play element in culture. Boston: Beacon Press.

Klimmt, C. & Hartmann, T. (2006). Effectance, self-efficacy, and the motivation to play video games. In P. Vorderer & J. Bryant’s (Eds.), Playing video games: Motives, responses, and consequences (pp. 133-145). Mahwah, NJ: Lawrence Erlbaum.

Lieberman, D. A. (2006). What can we learn from playing interactive games? In P. Vorderer & J. Bryant’s (Eds.), Playing video games: Motives, responses, and consequences. (pp. 379-397). Mahwah, NJ: Lawrence Erlbaum.

Rouzie, A. (2005). At play in the fields of writing: A serio-ludic rhetoric. Cresskill, NJ: Hampton Press.

Ryan, T. (1999, October 19). The anatomy of a design document, part 1. Gamasutra. Retrieved 13 June, 2008 from Gamasutra.

Salen, K. and Zimmerman, E. (2004). Rules of play: Game design fundamentals. Cambridge, MA: MIT Press.

Sellers, M. (2006). Designing the experience of interactive play. In P. Vorderer & J. Bryant’s (Eds.), Playing video games: Motives, responses, and consequences (pp. 9-22). Mahwah, NJ: Lawrence Erlbaum.

Sutton-Smith. B. (1997). The ambiguity of play. Cambridge, MA: Harvard University Press.

Wysocki, A.F., Johnson-Eilola, J., Selfe, C.L., & Sirc, G. (2004). Writing new media: Theory and applications for expanding the teaching of composition. Logan, UT: Utah State University Press.

Zhu, W. (1995). Effects of training for peer response on students’ comments and interaction. Written Communication, 12(4), 492-528.