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Press Play to Grow!
How Could Video Games be Designed to Facilitate
Personal and Spiritual Growth?
A Mixed Methods and Integral Study


Research Bibliography


Aldrich, C. (2003). Simulations and the future of learning: An innovative (and perhaps revolutionary) approach to e-learning. Pfeiffer.

Aldrich, C. (2005). Learning by doing: A comprehensive guide to simulations, computer games, and pedagogy in e-learning and other educational experiences. Jossey-Bass.

Almass, A. H. (2002). Space cruiser inquiry: True guidance for the inner journey. Boston: Shambhala.

Almaas, A. H. (1998). Facets of unity: The enneagram of holy ideas. Boston: Shambala.

Beck D.E. & Cowan C.C. (1996). Spiral dynamics: Mastering values, leadership, and change. Malden, MA: Blackwell Publishers.

Bogost, I. (2006). Unit operations: An approach to videogame criticism. Cambridge, MA: MIT Press

Bogost, I. (2007). Persuasive games: The expressive power of videogames. Cambridge, MA:
MIT Press.

Chardin, P.T. (1959). The future of man. New York: Harpen & Row.

Cook-Greuter, S. (1999) Postautonomous ego development: its nature and measurement. Doctoral Dissertation. Cambridge, MA: Harvard Graduate School of Education.Creswell, J. (1998). Qualitative inquiry and research design: Choosing among five traditions. Thousand Oaks: Sage Publications.Creswell, J. & Clark, P. V.L. (2007). Designing and conducting mixed methods research. Thousand Oaks: Sage Publications.Daniels, D. & Price, V. (2000). The essential enneagram: The definitive personality test and self-discovery guide. Harpers Collins, NY.Discovery, C. (Director & Producer). (2007). Rise of the video game: Levels 1 to 5. [TV series]. Silver Springs, MD: Discovery Channel.

Dille, F. & Platten J.Z. (2007). The ultimate guide to video game writing and design. New York, NY: Lone Eagle Publishing CompanyGee, J. P. (2007). Good video games and good learning: Collected essays on video games, learning and literacy. Peter Lang Publishing.

Gee, J. P. (2007). What video games have to teach us about learning and literacy: Revised and updated edition. New York, NY: Palgrave MacmillanGee, J. P. (2005). Why video games are good for your soul: pleasure and learning. Melbourne: The Learner.

Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York, NY: Palgrave Macmillan. GNS. (2004). (Director & Producer). Video game invasion: The history of a global obsession. [Video DVD]. Game Show Network.Gordon, G., & Esbjörn-Hargens, S. (2007). Integral play: an exploration of the playground and the evolution of the player, AQAL: Journal of integral theory and practice Vol. 2, No. 3.

Johnson, S. (2005). Everything bad is good for you. New York, NY: Penguin Books.Kegan, R. (1994). In over our heads: The mental demands of modern life. Cambridge, MA: Harvard University Press.Kersey, D. & Bates M. (1984). Please understand me: Character & temperament types. Gnosology Books, CA.

Kurzweil, R. (1999). The Age of spiritual machines: When computers exceed human intelligence. New York, NY: Penguin Books

Leonard, G. & Murphy, M. (1995). The life we are given: A long-term program for realizing the potential of body, mind, heart, and soul. New York: Jeremy P. Tarcher/Putnam.

Maitri, S. (2001). The spiritual dimension of the enneagram: nine faces of the soul. New York, NY. Tarcher/Putnam.

Maslow, A. (1973) The Farther Reaches of Human Nature. New York, NY: Penguin Books.

Norman, D. (1994). Things that make us smart: Defending human attributes in the age of the machine. Addison Wesley Publishing Company

Palmer, H. (1995). The enneagram in love and work: Understanding your intimate and business relationships. San Francisco: Harper Collins.

Piaget, J. (1962). Play, dreams, and imitation in childhood. C. Gattegno & F. M. Hodgson, Trans.). New York: NortonQuinn, C. (2005). Engaging learning: Designing e-learning simulation games. Pfeiffer.

Riso, D. and Hudson, R. (1999). The wisdom of the enneagram: The complete guide to psychological and spiritual growth for the nine personality types. New York, NY: Bantam.

Seidman, I. (1998). Interviewing as qualitative research: A guide for researchers in education and social sciences. 2nd Edition. New York, NY: College Press.   

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

Sutton -Smith, B. (2003). Play as parody of emotional vulnerability. In D. E. Lytle (Ed.), Play and culture studies: Vol. 5. Play and educational theory and practice. Westport, CT:
Praeger.

Torbert, B. (2004). Action inquiry: the secret of timely and transforming leadership. San Francisco: Beret-Koeler Publishers.

Wilber K. (1995). Sex, ecology, spirituality: The spirit of evolution. Boston: Shambala.Wilber K. (2000). Integral psychology: Consciousness, spirit, psychology, therapy. Boston: Shambala.

Wilber K. (2003). Introduction to integral theory and practice: IOS Basic and the AQAL map. Boulder, CO: Integral Institute. Retrieved October 22, 2005, from http://www.integral
institute.org

Wilber K. (2007). Integral spirituality: A starting new role for religion in the modern and postmodern world. Boston: Integral Books.

 

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