El proyecto

Denzin, N. K., & Lincoln, Y. S. (2011). The SAGE handbook of qualitative research (4th ed.). Thousand Oaks, Calif. ; London: Sage Publications.

Jenkins, H., y col. (2009). Confronting the ChaIIenges of Participatory Culture: Media Education for the 21  Century. Cambridge, MA. MacArthur Foundation & MIT Press.

Lacasa, P. (2011). Los videojuegos: Aprender en mundos reales y virtuales. Madrid: Morata.


Harrigan, P., & Wardrip-Fruin, N. (2009). Third person : authoring and exploring vast narratives. Cambridge, Mass.: MIT Press.

Lacasa, P., Méndez, L., & Martínez, R. (2008). Developing new literacies using commercial videogames as educational tools. Linguistics & Education, 19, (2), 85-106.

Salen, K., & Zimmerman, E. (2006). The game design reader: a Rules of play anthology. Cambridge, Mass.: MIT Press.


Buckingham, D. (2010). Do we really need media education 2.0? Teaching in the age of participatory media. In K. Drotner & K. C. Schroder (Eds.), Digital content creation. Perceptions, practices, perspectives (pp. 287-304). New York: Peter Lang.

Jenkins, H. (February 8, 2010). Learning in a Participatory Culture: A Conversation About New Media and Education. (An interview by Pilar Lacasa). Acceso: 26-11-2011.

Gee, J., & Hayes, E. R. (2011). Learning and language in the digital age. New York: Routledge.


Juul, J. (2005). Half-real. Videogames between real rules and fictional worlds. Cambridge, MASS: The MIT Press.

Lacasa, P., Méndez, L., & Martínez, R. (2009). Using videogames as educational tools: Building bridges between comercial and serious games In M. Kankaanranta & P. Neittaanmäki (Eds.), Design and use of serious games. (pp. 107-126). Milton Keynes, UK: Springer  

Lacasa, P. (Ed.). (2010. Febrero. Nº 398). Nuevas alfabetizaciones. Tema del mes Barcelona: Cuadernos de Pedagogía.


Buckingham, D. (2011). The material child. Cambridge, UK: Polity.

Coleman, B. (2011). Hello avatar: rise of the networked generation. Cambridge, Mass.: MIT Press.

Lacasa, P., Méndez, L., & Martinez, R. (2008). Bringing commercial games into the classroom Computers and Composition, 25(2008), 341–358.

Morrison, C. (2010). Who do they think they are?: teenage girls & their avatars in spaces of social online communication. New York: Peter Lang.


Lacasa, P., & Martínez, R. (2010). Mario Bros, an old friend for learning. In C. Swertz & M. Wagner (Eds.), Game//Play//Society (pp. 147-164). München: Kopäd Verlag.

Klopfer, E. (2008). Augmented Learning: Research and Design of Mobile Educational Games. Cambridge, MA: The MIT Press.

Bogost, I., Ferrari, S., & Schweizer, B. (2010). Newsgames : journalism at play. Cambridge, Mass.: MIT Press.