- Csikszentmihalyi, M. (2004). Flow, The Secret of Happiness. TED.com
- Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York: Palgrave Macmillan.
- Kim, B. (2014). Understanding gamification. Library Technology Reports, 51(2), 1-36.
- Nicholson, S. (2012). Completing the experience: Debriefing in experiential educational games. In the Proceedings of the 3rd International Conference on Society and Information Technologies. Winter Garden, FL: International Institute of Informatics and Systemics.
- Squire, K. (2011). Video games and learning: Teaching and participatory culture in the digital age. New York: Teachers College Press.
Games & Gambling
- Eckenrode, Dawn. "An 'Amazing Race' through the Library: Reality Television Meets Problem-Based Learning." In Practical pedagogy for library instructors: 17 innovative strategies to improve student learning, edited by Douglas Cook and Ryan L. Sittler, 127-38. Chicago: Association of College and Research Libraries, 2008.
Digital Badges in higher education
Literature: Role play
- Nicholson, S. (2010). Everyone plays at the library : Creating great gaming experiences for all ages. Medford, N.J: Information Today.
- Mayer, B., & Harris, C. (2010). Libraries got game: Aligned learning through modern board games. Chicago: American Library Association.
- Betrayal of House on Haunted Hill
- Broussard, M.J.S. (2016). The Lyco Map Game: A blended approach to teaching campus history. In M. Gregor and S. Rice (Eds.), E-learning and the academic library: Essays on innovative initiatives (pp. 25-38). Jefferson, NC: McFarland.
Design and Best Practices:
- Broussard, M.J.S. (2014). Knowing when to create a game. In B. Kirsch (Ed.), Making and using games in academic libraries: A practical approach (pp. 30-41). Jefferson, NC: McFarland.
- Broussard, M.J.S. (2014). A bag of tricks for successful library games. In B. Kirsch (Ed.), Making and using games in academic libraries: A practical approach (203-216). Jefferson, NC: McFarland.
- Broussard, M. J. S. (2012). Digital games in academic libraries: A review of games and suggested best practices. Reference Services Review, 40(1), 75-89.