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Must-Reads!

If you are interested in reading about play, gamification, innovation, creativity, and holistic education, check out my list of great resources:

A visionary game designer reveals how we can harness the power of games to boost global happiness.

With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games.

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From a leading expert, a groundbreaking book on the science of play, and its essential role in fueling our happiness and intelligence throughout our lives
Dr. Brown has spent his career studying animal behavior and conducting more than six-thousand "play histories" of humans from all walks of life-from serial murderers to Nobel Prize winners. Backed by the latest research, Play (20,000 copies in print) explains why play is essential to our social skills, adaptability, intelligence, creativity, ability to problem solve and more. Particularly in tough times, we need to play more than ever, as it's the very means by which we prepare for the unexpected, search out new solutions, and remain optimistic. A fascinating blend of cutting-edge neuroscience, biology, psychology, social science, and inspiring human stories of the transformative power of play, this book proves why play just might be the most important work we can ever do.

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The Innovators is Walter Isaacson’s revealing story of the people who created the computer and the Internet.

It is destined to be the standard history of the digital revolution and an indispensable guide to how innovation really happens. What were the talents that allowed certain inventors and entrepreneurs to turn their visionary ideas into disruptive realities? What led to their creative leaps? Why did some succeed and others fail?

 

For an era that seeks to foster innovation, creativity, and teamwork, The Innovators shows how they happen.

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James Paul Gee begins his classic book with "I want to talk about video games--yes, even violent video games--and say some positive things about them."

 

With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. In this revised edition, new games like World of WarCraft and Half Life 2 are evaluated and theories of cognitive development are expanded. Gee looks at major cognitive activities including how individuals develop a sense of identity, how we grasp meaning, how we evaluate and follow a command, pick a role model, and perceive the world.

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Explaining Creativity is an accessible introduction to the latest scientific research on creativity. The book summarizes and integrates a broad range of research in psychology and related scientific fields. In the last 40 years, psychologists, anthropologists, and sociologists have devoted increased attention to creativity; we now know more about creativity than at any point in history. Explaining Creativity considers not only arts like painting and writing, but also science, stage performance, business innovation, and creativity in everyday life.

Sawyer's approach is interdisciplinary. In addition to examining psychological studies on creativity, he draws on anthropologists' research on creativity in non-Western cultures, sociologists' research on the situations, contexts, and networks of creative activity, and cognitive neuroscientists' studies of the brain. He moves beyond the individual to consider the social and cultural contexts of creativity, including the role of collaboration in the creative process.

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Purchase the book at Chapters/Indigo

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