Books
The Elfish Gene - Dungeons, Dragons, and Growing Up Strange, a Memoir - by Mark Barrowcliffe
A negative memoir of Dungeons & Dragons, from the perspective of a male youth from Coventry, UK. The author blames most, if not all, of his social and psychological problems on his participation in Dungeons & Dragons role-playing gaming in the 1970's and 1980's.
Role-playing Mastery - by Gary Gygax
Tips, tactics, and strategies for improving your participation in any role-playing game - by one of the people who started it all. Gary Gygax, co-creator, the Dungeons & Dragons game.
Confessions of a Part-time Sorceress by Shelly Mazzanoble
A girl's guide to the Dungeons & Dragons game. Introduction by R.A. Salvatore and Diane Salvatore.
Game Night by Jonny Nexus
Six gods sit down to spend an evening role-playing, really badly. A darkly humorous entertaining fictional work poking fun at many of the silly decisions and interactions that can happen with dysfunctional role-playing gamers. Everyone who has participated in a role-playing game has experienced at one time or another the occasional ridiculousness illustrated and exaggerated in this book, and this book combines all of them together into an ongoing stream of mishaps, misadventures, misunderstandings, and more.
Geek Dad by Ken Denmead
Raising Geek Generation 2.0. Awesomely Geeky Projects and Activities for Dads and Kids to Share. Foreword by Chris Anderson, Editor in Chief, Wired Magazine.
Designers & Dragons by Shannon Appelcline
A History of the Role-playing Game Industry, Mongoose Publishing.
Gamer Theory by McKenzie Wark
Gamer Theory uncovers the significance of games in the gap between the near-perfection of actual games and the highly imperfect gamespace of everyday life in the rat race of free-market society. The book depicts a world becoming an inescapable series of less and less perfect games... Neither a strategy guide nor a cheat sheet for improving one's score or skills, the book is instead a primer in thinking about a world made over as a gamespace, recast as an imperfect copy of the game.
The Game Inventor's Guidebook by Brian Tinsman
How to Invent and Sell Board Games, Card Games, Role-playing Games, and Everything in Between.
The Devil's Web by Pat Pulling
"Who is Stalking Your Children for Satain" Pat Pulling with Kathy Cawthon.
The Players' Realm edited by J. Patrick Williams and Jonas Heide Smith
Studies on the Culture of Video Games and Gaming.
A Theory of Fun for Game Design by Ralph Koster
Why some games are fun and others are boring, why making a game too hard or too easy is a mistake, why games have to blanace deprivation and overload, order and charos, silence and noise. why you need to balance challenges of task mastery, pattern recognition, discovery, and time attacks.
Game Theory by Drew Fudenberg and Jean Tirole
The MIT Press, Cambridge, Massacheusetts and London, England.
Assessment Tools for Recreational Therapy and Related Fields by Joan Burlingame and Thomas M. Blaschko
Mind Hacks by Tom Stafford and Matt Webb
Tips and Tools for Using your Brain. Foreword by Steven Johnson, author of Mind Wide Open. A collection of probes into the moment-by-moment workings of our brain.
Therapeutic Recreation Program Design
Principles and Procedures by Norma J. Stumbo and Carol Ann Peterson, Fifth Edition.
Recreational Therapy Handbook of Practice
ICF-Based Diagnosis and Treatment by Heather R. Porter and Joan Burlingame.
Assessment of Children - Behavioral, Social, and Clinical Foundations
Fifth Edition, bu Jerome M. Sattler and Robert D. Hoge
Psychological Testing - Principles, Applications, and Issues
Seventh Edition by Robert M. Kaplan and Dennis P. Saccuzzo.
