Here it’s a list of the full bibliography on which I built my research for the final dissertation.


– BERMAN, D. B. (2009) Do Good Design, How Designers Can Change The World, Barkeley CA: AIGA Press / New Riders cooperation

– BOGOST, I. (2007) Persuasive Games: The Expressive Power of Videogames, Cambridge, MA, London: MIT Press

– CIALDINI, R. B. (2007) Influence: The Psychology of Persuation, HarperCollins E-book

– FISHER, F., Hajer, M. A. (Eds). (1999). Living with nature: Environmental politics as cultural discourse, Oxford: Oxford University Press.

– FUCHS, M., et. al. (2014) Rethinking Gamification, Mayflybooks/Ephemera

– KLEIN, N. (2014) This Changes Everything, Simon & Schuster, Inc.

– GRAY, R., Owen, D., & Adams, C. (1996). Accounting and accountability: Changes and challenges in corporate social and environmental reporting, London: Prentice-Hall.

– MCGONIGAL, J. (2011) Reality Is Broken: Why Games Make Us Better and How They Can Change the World, Penguin Publishing Group

– MCKENZIE WARK, K. (2009) Gamer Theory, Cambridge MA: Harvard University Press, v.2.0.

– PAPANEK, V., (1995) Green imperative : ecology and ethics in design and architecture, Thames and Hudson Ltd

– PAPANEK, V., (1971) Design for the real world : human ecology and social change; with an introduction by R. Buckminster Fuller. New York : Pantheon, 1971

– SUITS, B. (2005) The Grasshopper: Games, Life and Utopia, Broadview Press

  VON BORRIES, F. (2007) Space Time Play: Synergies Between Computer Games, Architecture and Urbanism: the Next Level, Springer Science & Business Media

– ZICHERMANN, G. (2011) Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps, O’Reilly Media, Inc.


– BAPTISTA, J. A. (2012) The ideology of sustainability and the globalization of a future, Time & Society 2014, Vol. 23(3) 358–379, SAGE

– BUHR, N., REITER. S., (2015) Ideology, the Environment and One World View: A Discourse Analysis of Noranda’s Environmental and Sustainable Development Reports
In Environmental Accounting. 1-48.

– DALE S. (2014) Gamification: Making work fun, or making fun of work?, Business Information Review 2014, Vol. 31(2) 82–90, SAGE

– DELEUZE G. (1992) Postscript on the Societies of Control, October, Vol. 59., pp. 3-7.

– DETERDING, S. (2015) The Lens of Intrinsic Skill Atoms: A Method for Gameful Design. In: Human-Computer Interaction, 30 (3–4), 294-335.

-DETERDING, S., et. al. (2015) Embarrassing Interactions, CHI 2015 Extended Abstracts, New York: ACM Press, 2365–2368.

– DETERDING, S., et. al. (2015) Gamifying Research: Strategies, Opportunities, Challenges, Ethics, CHI 2015 Extended Abstracts, New York: ACM Press, 2421–2424.

– DETERDING, S. (2015) The Ambiguity of Games: Histories and Discourses of the Gameful World, in Walz, S. P., Deterding, S. (eds.), The Gameful World: Approaches, Issues, Applications (pp. 23–64). Cambridge, MA, London: MIT Press.

– DETERDING, S. (2014) Modes of Play. A Frame Analytic Account of Video Game Play. Doctoral dissertation, Hamburg: Hamburg University.

– DETERDING, S. (2014) Eudamonic Design, or: six invitations to rethink gamification, in Fuchs, M., et. al. (2014) Rethinking Gamification, Mayflybooks/Ephemera

– DETERDING, S., et. al. (2011) From game design elements to gamefulness: defining “gamification”, Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, Pages 9-15

– DUIT, R., Treagust, D. F, (1998) Learning in Science – From Behaviourism Towards Social Constructivism and Beyond, Faser, B.J. and Tobin, K.G. (eds.), International Handbook of Science Education, 3-25. Copyright 1998 Kluwer Academic Publishers.

– FERRARA J., (2013) Games for Persuasion:Argumentation, Procedurality, and the Lie of Gamification, Megazoid Games, Eagleville, PA, USA

– FLUSSER, V., Cullars J. (1995) On the Word Design: An Etymological Essay, Vol. 11, No. 3 (Autumn, 1995), pp. 50-53 Cambridge, MA, London: MIT Press

– LIEBEROTH A., (2015) Shallow Gamification:Testing Psychological Effects of Framing an Activity as a Game, Games and Culture, Vol. 10(3) 229-248, SAGE

– LOCKTON, D., et. al. (2013) Exploring Problem-framing through Behavioural Heuristics, International Journal of Design, 7(1), 37-53.

– LOWREY, A. E., (2013) Behaviorism Vs. Constructivism: A comparison of laboratory learning styles. BS, Virginia Polytechnic Institute and State University, 2012, A Thesis Submitted to the Graduate Faculty of The University of Georgia in Partial, Fulfillment of the Requirements for the Degree Master Of Agricultural Leadership, Athens, Georgia

– HAN, C. S. (2015) Gamified Pedagogy: From Gaming Theory to Creating a Self-Motivated Learning Environment in Studio Art, Copyright 2015 by the National Art Education Association Studies in Art Education: A Journal of Issues and Research 2015, 56(3), 257-267

– KEINONEN, T. (2010). Protect and appreciate: Notes on the justification of user-centered design. International Journal of Design, 4(1), 17-27.

– SCHOECH , et. al. (2013) Gamification for Behavior Change: Lessons from Developing a Social, Multiuser, Web-Tablet Based Prevention Game for Youths, Journal of Technology in Human Services, 31:3, 197-217

– WALZ, S. P., DETERDING, S. (2015) An Introduction to the Gameful World, in Walz, S. P., Deterding, S. (eds.), The Gameful World: Approaches, Issues, Applications (pp. 1–14). Cambridge, MA, London: MIT Press.

– WHITTON, N. (2011) Game engagement theory and adult learning, Simulation & Gaming, 42(5), 596-609.


– BOZARTH, J. (2011) An Interview with Sebastian Deterding, E-learn magazine, [online] Available from:

– DREDGE, S.(2015) Microsoft launches site for teachers taking Minecraft into the classroom, The Guardian, [online] Available from:

– PERFETTI, C.(2014) Guiding Users with Persuasive Design: An Interview with Andrew Chak, User Interface Engineering, [online] Available from:

– SCRANTON, R. (2013) Learning to die in the Anthropocene, The New York Times, [online] Available from:

– SHERWIN, C.(2014) Why clients must be drivers of sustainable design, The Guardian, [online] Available from:

– SHERWIN, C. (2014) Sustainability is ‘the ultimate design brief, The Guardian, [online] Available from:


– ARIELY, D. (2012) Are We in Control of Our Own Decisions? Available from:

– CHOU, Y. (2012) Gamification to Improve Our World, Available from:

– CHATFIELD, T. (2010) 7 Ways Games Reward the Brain, Available from:

– CSIKSZENTMIHALYI, M. (2004) Flow, the secret to happiness, Available from:

– EKLUND, K. (2011) TEDxYouth@Castilleja, Available from:

– FOGG, B., J. (2010) Psychology of persuasion, Available from:

– GLADWELL, M. (2004) Choice, Happiness, and Spaghetti Sauce, Available from:

– MCGONIGAL J. (2013) Massively multi-player… thumb-wrestling?, Available from:

–  MCGONIGAL J. (2012) The game that can give you 10 extra years of life, Available from:

– MCGONIGAL J. (2010) Gaming can make a better world, Available from:

– PINK, D. (2009) The puzzle of motivation, Available from: [Accessed 27 August 2015]

– PRIEBATSCH, S. (2010) The Game Layer on Top of the World, Available from:

– SCHELL, J. (2010) When games invade real life, Available from:

– WRIGHT, W. (2013) Gamifying the World: From SimCity to the Future, Available from:

– ZICHERMANN G. (2011) How games make kids smarter, Available from:


– CHOUW, Y. (2015) Octalysis: Complete Gamification Framework, [online] Available from:

– Digital Cultures Research Centre, [Online] Available from:

– Enterprise gamification, [Online] Available from:

– Gamified Uk: Thoughs on Gamification and more, [Online] Available from:

– GARTNER (2011) Gartner Gamification Report [online] Available from: [accessed: 07/08/2015]

– The Gamification Research Network, [Online] Available from:

– World Without Oil, [Online] Available from: