List type Resource

Bibliography

This document collates recommended scholarly publications from different PLaY workshops relating to play and games in learning, research and public engagement. It may form the basis of a reading list for academic study, or sources to consult for specific projects and write-ups. The list is updated when new resources are brought to our attention.

General Play ‘Classics’

Bogost, I. (2016). Play Anything: The Pleasure of Limits, the Uses of Boredom, and the Secret of Games. New York: Basic Books.

Caillois, R.[original 1958] (transl. Barash, M 1961) Man, Play and Games. 2001 edition, University of Illinois Press

De Koven, B.(2013). The well-played game: a player’s philosophy. MIT Press.

Flanagan, M. (2009). Critical play: radical game design, MIT Press

Huizinga, J. (1949). Homo Ludens: A study of the play-element in culture. 2016 edition. Angelico Press.

Sicart, M. (2014). Play Matters. MIT Press.

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

Winnicott, D. W. (1991). Playing and reality. Psychology Press.

Play to Learn

Adult Learning 

Baruch, Y. (2006). Role-play teaching: Acting in the classroom. Management Learning, 37(1), 43–61. https://doi.org/10.1177/1350507606060980 

Bergmann, R., & Erlandsen, S. B. (2026). Disrupting the cynical distance: what management educators can learn from participatory art. In The Elgar Companion to Management Education and the Sustainable Development Goals (pp. 577–585). Edward Elgar Publishing. https://doi.org/10.4337/9781035337170.00074 

Boeker, M., Andel, P., Vach, W., & Frankenschmidt, A. (2013). Game-Based E-Learning Is More Effective than a Conventional Instructional Method: A Randomized Controlled Trial with Third-Year Medical Students. PLoS ONE, 8(12), e82328. https://doi.org/10.1371/journal.pone.0082328

Calza-Perez, M., Martínez-Climent, C., Rey-Martí, A., & Sánchez-García, J. (2025). Seriously Playful Business: Game-Based Learning at Work. International Journal of Serious Games, 12(4), 31–48. https://doi.org/10.17083/bbjfaa40 

Desrochers, M. N., Pusateri, M. J., & Fink, H. C. (2007). Game assessment: fun as well as effective. Assessment & Evaluation in Higher Education, 32(5), 527–539. https://doi.org/10.1080/02602930601116789 

de Gloria, A., Bellotti, F., & Berta, R. (2014). Serious Games for education and training. International Journal of Serious Games, 1(1). https://doi.org/10.17083/ijsg.v1i1.11 

Fernández-Raga, M., Aleksić, D., İkiz, A. K., Markiewicz, M., & Streit, H. (2023). Development of a Comprehensive Process for Introducing Game-Based Learning in Higher Education for Lecturers. Sustainability, 15(4), 1-18. https://doi.org/10.3390/su15043706 

Kinder, T., Stenvall, J., & Memon, A. (2019). Play at work, learning and innovation. Public Management Review, 21(3), 376–399. https://doi.org/10.1080/14719037.2018.1487578  

Koeners, M. P., & Francis, J. (2020). The physiology of play: potential relevance for higher education. International Journal of Play, 9(1), 143–159. https://doi.org/10.1080/21594937.2020.1720128

Kolb, A. Y., & Kolb, D. A. (2010). Learning to play, playing to learn: A case study of a ludic learning space. Journal of organizational change management, 23(1), 26-50. https://doi.org/10.1108/09534811011017199 

Laine, T. H., & Lindberg, R. S. N. (2020). Designing Engaging Games for Education: A Systematic Literature Review on Game Motivators and Design Principles. IEEE Transactions on Learning Technologies, 13(4), 804–821. https://doi.org/10.1109/TLT.2020.3018503 

Lameras, P., Arnab, S., Dunwell, I., Stewart, C., Clarke, S., & Petridis, P. (2017). Essential features of serious games design in higher education: Linking learning attributes to game mechanics. British journal of educational technology, 48(4), 972-994. https://doi.org/10.1111/bjet.12467 

Lean, J., Moizer, J., Towler, M., & Abbey, C. (2006). Simulations and games: Use and barriers in higher education. Active Learning in Higher Education, 7(3), 227–242. https://doi.org/10.1177/1469787406069056 

Leather, M., Harper, N., & Obee, P. (2021). A pedagogy of play: Reasons to be playful in postsecondary education. Journal of Experiential Education, 44(3), 208-226.         https://journals.sagepub.com/home/jee

Montagu-Cairns, S. (2025). Game based learning in legal education. In Elgar Concise Encyclopedia of Legal Education (pp. 179-181). Edward Elgar Publishing.

Moseley, A., & Nørgård, R. T. (2021). Designs for Playful Learning: An Editorial. The Journal of Play in Adulthood, 3(2). https://doi.org/10.5920/jpa.970 

Pearce, G., & Sutton-Brady, C. (2003). International Business Theatre (IBT): An alternative evaluation method for enhancing student learning in international marketing. Assessment & Evaluation in Higher Education, 28(1), 3–15. https://doi.org/10.1080/02602930301686 

Reed, JM. (2020) Gaming in Nursing Education: Recent Trends and Future Paths. Journal of Nursing Education. 59(7):375-381. https://doi.org/10.3928/01484834-20200617-04 

Samuelsson, R. (2026). The counterintuitive potentials of play for learning in higher education. Innovations in Education and Teaching International, 63(3), 936–940. https://doi.org/10.1080/14703297.2025.2515156  

Scharp, Y. S., Bakker, A. B., Breevaart, K., Kruup, K., & Uusberg, A. (2023). Playful work design: Conceptualization, measurement, and validity. Human Relations, 76(4), 509–550. https://doi.org/10.1177/00187267211070996

Tomczyk, D., & Teckchandani, A. (2025). Using gamification strategies to create effective experiential exercises. Management Teaching Review, 10(1), 43-60. https://doi.org/10.1177/23792981231190590 

Whitton, N. (2018). Playful learning: Tools, techniques, and tactics. Research in Learning Technology, 26. https://doi.org/10.25304/rlt.v26.2035 

Whitton, N., & Moseley, A. (2019). Playful Learning Routledge. https://doi.org/10.4324/9781351021869 

Children’s Learning (limited sources)

Samuelsson, I. P., & Carlsson, M. A. (2008). The playing learning child: Towards a pedagogy of early childhood. Scandinavian journal of educational research, 52(6), 623-641. 

Winnicott, D. W. (1991). Playing and reality. Psychology Press. 

Play to Discover

James, A. (2021). Play in Research? Yes it is “proper” practice. Journal of Play in Adulthood, 3(1), 9–30. https://www.journalofplayinadulthood.org.uk/article/864/galley/709/view/ 

Watkins, D. & Moseley, A., (2022) “Envisioning research through a lens of play”, The Journal of Play in Adulthood 4(1), 52-71. https://doi.org/10.5920/jpa.997

Humanities

Bartley, I. (2025). It’s not just a game: playing selected modern board games as a decolonising tool in museums through participatory action research. International Journal of Heritage Studies, 1–20. https://doi.org/10.1080/13527258.2025.2557835 

Germaine, C., & Wake, P. (2025). Curious Games: Game Making, Hacking and Jamming as Critical Practice. Behavioral Sciences, 15(10), 1415. https://doi.org/10.3390/bs15101415 

Morgan, J., & Castle, S. (2024). Arts–Research Collaboration: Reflections on Collaboration as Creative Method. Qualitative Inquiry, 30(3–4), 291–300. https://doi.org/10.1177/10778004231176280 

Reason, M. (2022). Playful research. In Impacting theatre audiences (pp. 203-214). Routledge. https://doi.org/10.4324/9781032214146 

Sciences

University of Edinburgh Play-Kit https://doi.org/10.7488/era/7224

Castro-Sánchez, E. (2026). Creative and arts-based methods: Drama, collages, and games: Reimagining antimicrobial resistance through creative methods. In The Routledge Handbook of Health and Environmental Humanities (pp. 179-196). Routledge. 

Grogan, P.T. and Meijer, S.A. (2017), Gaming Methods in Engineering Systems Research. Systems Engineering, 20: 542-552. https://doi.org/10.1002/sys.21409   

Horn, A., Van Der Meij, M. G., Willems, W. L., Kupper, F., & Zweekhorst, M. B. (2022). Developing interdisciplinary consciousness for sustainability: using playful frame reflection to challenge disciplinary bias. Sustainability: Science, Practice and Policy, 18(1), 515-530. https://doi.org/10.1080/15487733.2022.2095780 

Freese, M., Lukosch, H., Wegener, J., & König, A. (2020). Serious games as research instruments–Do’s and don’ts from a cross-case-analysis in transportation. European Journal of Transport and Infrastructure Research, 20(4), 103-126. https://doi.org/10.18757/ejtir.2020.20.4.4205 

Valero, D. E., McKeon, C. R., Bussière, L., Corniani, N., Colmenarez, Y. C., Hodgson, I., … & Bunnefeld, N. (2025). A Practical Approach to Developing and Using Online Games for Transdisciplinary Research into Complex Social-Ecological Systems. Society & Natural Resources, 38(5), 516-539. https://doi.org/10.1080/08941920.2025.2456938 

Social Sciences

Henderson, H., Shipway, R., & Jones, I. (2025). Constructing Insights: Exploring the Position of Lego® Serious Play® Within the Landscape of Creative and Participatory Research Methodologies. Qualitative Inquiry, https://doi.org/10.1177/10778004251401846 

Horppu, J. (2025). Imagination workshops as a creative method for exploring the sociomaterial dimensions of privacy. Qualitative Market Research: An International Journal, 28(2), 293–312. https://doi.org/10.1108/QMR-04-2024-0058 

Kara, H. (2020). Arts-based and embodied data gathering. In Creative Research Methods (pp. 101-118). Bristol University Press. 

Knoetze, F. W. M. (2025). Developing the Integrated Analysis Matrix (I-AM): A Data-Minding Approach for Better Ludonarrative Design-Based Research in Education. International Journal of Qualitative Methods , 24. https://doi.org/10.1177/16094069251390161

Kolb, A. Y., & Kolb, D. A. (2010). Learning to play, playing to learn: A case study of a ludic learning space. Journal of organizational change management, 23(1), 26-50. https://doi.org/10.1108/09534811011017199 

Martinez Sainz, G., Gleasure, S., Moore, B., Crummy, A., Vazquez Martinez, O. N., Sloan, S., Ioannidou, O., Symonds, J., & Devine, D. (2026). ‘A School Day’ Board Game: A Play-Based Method to Explore Children’s Experiences of Their School Lives. International Journal of Qualitative Methods, 25. https://doi.org/10.1177/160940692614298  

Sadati, S. M. H., & Mitchell, C. (2021). Serious Game Design as Research-Creation to Address Sexual and Gender-Based Violence. International Journal of Qualitative Methods, 20.https://doi.org/10.1177/1609406921104613 

Play for Impact

Ferrer-Conill, R., Foxman, M., Jones, J., Sihvonen, T., & Siitonen, M. (2020). Playful approaches to news engagement. Convergence, 26(3), 457-469. https://doi.org/10.1177/1354856520923964 

Fernández-Castrillo C. y López-Varela A. (2024). Intermedial participatory culture: ludification and gamification for sustainable development. Arte, Individuo y Sociedad, 36(4), 779-788. https://doi.org/10.5209/aris.92679

Grace, L. (2019). Doing things with games: Social impact through play. CRC Press. 

Mehnert, W., Bernstein, M.J., Umbrello, S. et al. (2026). Ethical playgrounds: unveiling a serious game for technology ethics within the TechEthos project. Humanities and Social Science Communications 13, 484 https://doi.org/10.1057/s41599-026-06645-x   

Monechi, B., Ubaldi, E., Gravino, P., Chabay, I., & Loreto, V. (2021). Finding successful strategies in a complex urban sustainability game. Scientific Reports, 11(1), 15765. https://doi.org/10.1038/s41598-021-95199-w