Introduction: three worlds
                            
                            
                            During the past decade, a gap has appeared between
                            higher education and the rest of the digital world. 
                            While academia has moved a great deal of content and
                            activity into course management systems, the World
                            Wide Web has developed a new architecture, usually
                            dubbed “Web 2.0.”  Around this time computer gaming
                            has grown into a vital, global industry.  Course
                            management system(s) (CMS) have supported a very
                            different world of computer-mediated communication,
                            and nearly a decade of institutional and individual
                            practice has deepened the difference.  We argue that
                            CMS are going to make some efforts to cross that
                            chasm in the near future, but the overall gap is
                            likely to persist.
                            
                            We
                            can glimpse the chasm’s current depths by outlining
                            these two recent cybercultural movements.  First, at
                            this point in the World Wide Web’s existence, the
                            quantitative successes of Web 2.0 are well-known. 
                            The blogosphere
                            
                            continues to double in size, now aiming for
                            100 million active blogs.  The wiki world booms,
                            from the rise of Google’s wiki platform (Google
                            Docs) to Wikipedia’s
                            
                            
                            Educational users of Web 2.0 have ridden this
                            overall growth wave.  Teachers, students, and
                            support staff from K-16 have created content and
                            communities through blogs, wikis, podcasts, and many
                            other platforms.  An edublogger community has
                            arisen.  Scholarly articles and books about teaching
                            with Web 2.0 have seen print, while conference
                            presentations and online publications are
                            commonplace (Yancey 2004, Downes 2005).  Pedagogical
                            forms have developed for years, from profcasting
                            (Campbell 2005, Educause Learning Initiative 2005)
                            to courseblogging, wiki-based or –inspired
                            collaborative writing (Lamb 2004, Benkler 2005) to
                            
                            Latin wiki encyclopedias (Alexander 2006).  For
                            examples one may consult one
                            
                            listing at the Academic Commons, or
                            
                            the Academic Blogs wiki.  Public intellectuals
                            have used blogs and podcasts as media for
                            communicating with a world audience.  For example,
                            the conservative political blog
                            
                            Instapundit is one of the most widely read blogs
                            in the world, and authored by a law professor.  Juan
                            Cole writes 
                            
                            Informed Comment as a Middle Eastern scholar
                            at the 
                            University
                            of Michigan.  .
                            
                            
                            Second, computer gaming has taken off in parallel
                            with Web 2.0.  The gaming industry has been
                            comparable in size to the movie industry for several
                            years. Gaming platforms are diverse, including
                            laptops, handhelds (Xbox, Nintendo), mobile phones,
                            mobile devices (GameBoy, PlayStation Portable),
                            extended systems (Dance Dance Revolution), and newer
                            devices (Wii).  Game genres have diversified, from
                            casual games to massively multiplayer online games (MMOs
                            or MMOGs), platform-jumpers to flight simulators
                            (Wolf 2002, Newman 2004).  Game player demographics
                            have moved beyond the old stereotypes of teenage
                            boys.  And game content is all over the map, from
                            war games to card games, literary games to religious
                            ones.  That content is increasingly produced by
                            players, who report on their experiences, offer
                            suggestions for players and designers, create
                            fiction either by or using games themselves (Jenkins
                            2006).
                            
                            As
                            with Web 2.0, gaming has been picked up by
                            education, most notably in the wake of James Paul
                            Gee’s landmark book (Gee 2003).  Games have emerged
                            as learning objects, pedagogically aimed content
                            containers (Prensky 2001, Shaffer 2007).  Educators
                            have taught with off-the-shelf games (for example,
                            Civilization), modifying or “modding” pre-existing
                            games (MIT’s
                            
                            Revolution, or
                            
                            the Arden project; see also the Arden’s project
                            lead’s
                            
                            self-criticism).  Educators also make games from
                            scratch (UNC’s Econ 201 game) (Bryant 2007).  As
                            objects for research and curricula, games have been
                            the center of a new field, game studies, which now
                            features scholarly conferences and books (Brenna
                            2005, Dagger 2007).  Moreover, following Gee’s lead,
                            educators have been considering what pedagogical
                            lessons can be learned by games and their successes
                            (Gee, n.d., Mayo 2005).
                            
                            To
                            these two waves of extensive innovation, higher
                            education has largely been immune, at least in terms
                            of course management systems.  The leading such
                            platforms – Blackboard and Blackboard-owned WebCT –
                            are clearly different creatures.  They have nothing
                            to do with gaming, of course.  They tend to have
                            (literally) radically different architectures, when
                            compared with Web 2.0 platforms.  The latter are
                            deeply social platforms, while the former are
                            carefully restricted in population to a single class
                            (not course) population.  Web 2.0 enjoys distributed
                            conversations, where ideas, commentary, and
                            controversy cut across numerous sites (multiple blog
                            posts and comments), or occur within them (wiki
                            pages).  CMS, in contrast, block incoming traffic. 
                            Even their look and feel is different, with
                            Blackboard’s interface resembling commercial
                            training platforms, such as IBM’s LearningSpace,
                            rather than the fluid microcontent arrays presented
                            by MySpace or Digg.  
                            
                            Is
                            it possible that CMS will become more like Web 2.0? 
                            One way of answering that question is to examine how
                            CMS approach Web 2.0 in the present, and
                            extrapolating from that.  A second way is to
                            consider the strengths of CMS for higher education,
                            and to see how they can be expanded to cover what
                            they currently miss.
                            
                            
                            Crossing the chasm
                            
                            It
                            is difficult to separate most things within the
                            Web.  Hyperlinking can connect objects, so long as
                            they are not protected by redirects.  So while links
                            into a Blackboard class fail, resolving into that
                            campus’ gateway page, links out can hail the
                            strangest Web 2.0 content.  To the extent that they
                            privilege document sharing (uploaded syllabi,
                            e-Reserves, uploaded readings) CMS deemphasize the
                            open Web, from an interface or user experience
                            angle.  Yet from a deeper sense, nothing within CMS
                            architecture prevents an instructor from linking to
                            a blog post, or a student from adding a link to a
                            relevant Wikipedia entry from a discussion thread. 
                            Similarly, very little blocks embedding YouTube or
                            other such media content, once all CMS support that
                            use of Javascript and DHTML-calling Flash files.  In
                            this sense hyperlinks can cross the Web 2.0-CMS
                            divide with ease.  It is not a matter for
                            technology, but individual practice.  It is
                            possible, therefore, that the entire world of
                            CMS-housed classes will, in the near future, expand
                            their hypertextual outreach to Web 2.0. 
                            
                            
                            There are also CMS versions of Web 2.0 platforms. 
                            Blackboard and third-party developers have produced
                            wiki and blog plugins, as have members of the Moodle
                            development community.  Given the open source nature
                            of 
                            Sakai,
                            it is not unreasonable to expect similar additions
                            there.  These silo Web 2.0 versions seem strange,
                            compared with that Web’s well-known openness.  But
                            they do resonate with some forms of Web 2.0 in the
                            wild, such as LiveJournal blog posts and Flickr
                            images inaccessible to the world, save for a
                            white-listed audience.  In fact most Web 2.0
                            platforms now offer different levels of privacy and
                            access, affordances which connect with the granular
                            permissions CMS developments seek.  This
                            architectural connection may expand over time,
                            especially given the relative ease of developing
                            versions of applications already in widespread use,
                            and often in open source: tag clouds generators and
                            visualizations, RSS readers.  
                            
                            A
                            third level of CMS-Web 2.0 connection can be
                            glimpsed in recent experiments with what we can call
                            “extruded services.”  These are tools by which CMS
                            users can publish microcontent to the open Web. 
                            Perhaps the best example of such services is
                            Blackboard’s Scholar.com.  This social bookmarking
                            site has much in common with older projects, such as
                            Del.icio.us (now owned by Yahoo), CiteULike, or
                            Connotea (Lomas 2005, Hammond,
                            Hannay, 
                            Lund, Scott 2005).  Users upload annotated links to
                            interesting resources, and can choose to make these
                            available to other users.  What differentiates
                            Scholar.com from silo-ized wikis and blogs is that
                            users can extrude this content out of Blackboard and
                            into the entire Web.  As with del.icio.us, one can
                            restrict access to some, none, or all of one’s
                            bookmarks.  But one must be working from a
                            Blackboard campus to use this service.  If
                            Scholar.com is deemed a success by Blackboard,
                            perhaps we shall see other “extruded” services, such
                            as platforms for blogging or podcasting out of the
                            campus-bound class space.
                            
                            
                            Discussing such bridges between CMS and Web 2.0 begs
                            a bigger question: why do institutions not simply
                            leave CMS behind and embrace this new Web?  Assuming
                            rational choice as an explanation, we should
                            rehearse what institutions of higher education gain
                            from decidedly occupying one side of the chasm
                            between Web 2.0 and CMS.
                            
                            To
                            begin with, it is clear that Moodle and Blackboard
                            afford easy entrance into the digital world for
                            large numbers of faculty.  The relatively low bar of
                            entry needed to start up a CMS course – uploading a
                            single document, student population automatically
                            pre-populated – means that many more instructors
                            will move into that environment than would, say,
                            begin editing digital video, or creating
                            three-dimension content in even the easiest tools (Sketchup,
                            Second Life). 
                            This represents a necessary first step for many
                            teachers, and can represent a major victory for
                            campus IT departments.  Also appealing to the
                            faculty mind is that CMS are clearly academic
                            products.  They are not repurposed social tools, but
                            clearly targeted applications aimed at specific
                            users.  Their architecture suggests the physical
                            classroom, with its emphasis on a single section,
                            and the door closed to the world, as it were. 
                            Additionally, CMS ease worries about copyright,
                            since by using them instructors can claim digital
                            fair use protection under
                            
                            the TEACH Act. In essence TEACH allows
                            instructors to digitally reproduce old classroom
                            copyright tactics, such as wheeling in a VCR and
                            monitor to show a brief clip which noone else can
                            see. Lastly, the persistence of user interface
                            elements over time surely reassures users who might
                            be made nervous by Web 2.0’s frantic development
                            pace, where, as Tim O’Reilly teaches us, everything
                            is in beta (O’Reilly 2005).
                            
                            
                            From a campus IT perspective, leading CMS offer
                            still further advantages. A developer’s community is
                            present in both open source and commercial venues,
                            offering both new features which might be passed on
                            to users, and the opportunity to contribute. 
                            Sticking with an already-established CMS avoids
                            potentially huge switching costs, even if prices
                            (license fees or coder salaries) go up, while
                            leveraging already sunk costs.  Moreover, running a
                            local CMS instance allows a measure of local
                            control, not afforded by third-party hosts, be they
                            as durable-looking as Google or new as BigThink
                            
                            The
                            previously-mentioned CMS-Web 2.0 bridges can realize
                            some of these virtues.  For example, the popularity
                            of differential privacy settings could be considered
                            as good faith for TEACH-defended fair use.  More
                            subtly, the continued growth of Web 2.0 means
                            faculty are increasingly familiar with its style and
                            strategies.  Amazon.com, for example, uses tag
                            clouds and supports blogs.  The growing numbers of
                            academic public intellectuals working by blog or
                            podcast means a growing familiarity with those
                            platforms on the part of their colleagues. 
                            Similarly, discomfort reduction increases chances
                            for instructors to take advantage of Web 2.0’s very
                            CMS-like low bar to entry for making digital
                            content.  
                            
                            And
                            yet, until this chasm between CMS and Web 2.0 is
                            bridged, so much is lost.  Digital content housed in
                            CMS never has a chance at reaching wider audiences
                            through Web 2.0’s network effects (think viral
                            videos, where viewership rockets up as people spread
                            news about them via words of mouth, or the influence
                            of leading bloggers).  Nor can such content be
                            picked up later on through the “long tail” effect
                            (Anderson 2008).  While faculty members may have
                            various good reasons for not wanting such global
                            audiences for their content, placing it in a silo
                            means that opportunity is foreclosed.  The same is
                            true when content is not spidered by classic search
                            engines (Google, Yahoo), nor by emergent social
                            search services (Technorati, Google Blogsearch,
                            Podzinger). 
                            The public sphere does not reap the benefit of
                            academic work in this way.
                            
                            
                            Pedagogical opportunities are also lost.  For
                            example, users working through Web 2.0 content learn
                            strategies for following and participating in
                            distributed conversations.  They might not be good
                            strategies, but everyone who has commented on
                            someone else’s Facebook or followed personal stories
                            through multiple LiveJournals has nonetheless
                            learned strategies for finding and assessing
                            information (Himmer 2004).  Without participating in
                            that world, faculty and librarians cannot teach
                            better ways of navigating it.  The large questions
                            of literacy in a participatory media age are
                            unaddressed when silos block that very
                            participation.
                            
                            A
                            developmental separation also occurs.  The frantic
                            pace of Web 2.0 service development means, among
                            other things, an innovation bounty.  The sheer
                            number and diversity of projects is difficult to
                            keep up with, but provides a steady stream of
                            potentially useful tools, as even a casual glance at
                            the large volume of content in Emily Chung’s
                            
                            eHub site or
                            
                            TechCrunch.  CMS development simply doesn’t keep
                            pace.  Similarly the energetic development of data
                            mashups (Yee 2008) offers a variety of learning
                            opportunities, not to mention production
                            possibilities.  Yes, students and instructors can
                            point to mashups from within a Moodle wiki, but they
                            cannot participate in making one from there, and
                            will work at one remove from that world so long as
                            they inhabit classic CMS.  The more efforts made to
                            open out to Web 2.0 from CMS, the greater the
                            likelihood of mobilizing these energies.
                            
                            
                            Playing across another divide
                            
                            We
                            can now return to the theme of gaming, and by means
                            of an example.  Consider the Dutch game,
                            
                            Wadlandis. 
                            Play concerns the search for one Professor Plug, an
                            environmental scientist working on mitigating global
                            warming, but mysteriously lost to the world (thanks
                            to Todd Bryant for the reference).  Launched by the
                            Hier initiative, Wadlandis is a hybrid game.  It
                            consists largely of browser-based content, but
                            viewable only through Google Earth.  One navigates
                            between two windows, one spatial and the other
                            cartographic, trying to solve this mystery. …
                            
                            On
                            the face of it this game is as far removed from the
                            CMS world as possible.  It’s the product of an
                            interaction between a nonprofit and a giant
                            corporation, rather than academic content hosted by
                            a smaller  software vendor.  Content is accessible
                            to the entire world of PC users, and requires
                            literacy in gaming, which CMS do not make available,
                            nor teach.  Despite featuring an academic character
                            and intellectual content, Wadlandis is not
                            associated with a class or campus.  No institutional
                            registration is required (unless one counts running
                            Google Earth as a form of registration).
                            
                            
                            Wadlandis does illustrate neatly several points
                            about gaming in 2008, which brings it somewhat
                            closer to academe.  First, the game’s existence
                            points to the diversity in game content – this is
                            hardly a first-person shooter.  Indeed, it’s very
                            much a political game aimed at social activism. 
                            This brings it into the domain of field of study,
                            and perhaps into the American tradition of campus
                            social engagement.  Second, it is clearly a
                            pedagogical object.  As James Paul Gee and others
                            point out, games teach their content and their
                            play.  Wadlandis draws us in by stages of
                            instruction, much as a good instructor does.  It
                            reinforces learned skills, and keeps bringing us to
                            the edge of Vygotsky’s competence zone.  Third, the
                            game draws on a series of literacies, all of which
                            have been deemed of academic interest: map literacy,
                            information literacy (in the ALA sense), close
                            reading, and basic Earth science (Selfe and Hawisher
                            2007).  In an exemplary way, Wadlandis therefore
                            points to connections between computer gaming and
                            higher education.  
                            
                            We
                            can bring gaming into the CMS world through our
                            earlier discussion about intersections between Web
                            2.0 and CMS.  To begin with, note that the game is
                            open to the world.  It exists in the wild Web, and
                            could be pointed to from within a Blackboard class,
                            perhaps identified by instructor as a learning
                            object.  CMS-hosted content could not play a role
                            within such a game, given content restrictions.  In
                            this respect games are removed from CMS, much like
                            Wikipedia or a CD-ROM.  The strategies we’ve
                            outlined for crossing the gap between these worlds –
                            increased hyperlinking, internal versions of
                            external platforms, and extruded services – could
                            help connect CMS to gaming.  Perhaps we should not
                            be surprised to see the release of a simple
                            game-authoring plug-in for Moodle.  A method for
                            deploying games as e-Reserves within Blackboard is
                            probably more likely to arrive more quickly.
                            
                             
                            
                            
                            
                            
                            Figure 1.  (http://www.wadlandis.nl/
                            in play, using Google Earth; screenshot by the
                            author)
                             
                            
                            At
                            a broader, more conceptual level, we can imagine
                            what CMS could learn from gaming.  If games are
                            digital teaching objects, can we redesign course
                            management systems that draw on their pedagogy? 
                            Bear in mind that games are increasingly social, not
                            so much player-versus-machine but player against
                            player (competitive), and players with players
                            (collaborative).  Indeed, games are often
                            combinations of these three forms.    Imagine, then,
                            at a basic level, a student being able to examine
                            another student’s or staff member’s profile to see
                            what skills they have attained (and chosen to
                            reveal), or what e-Reserves they’ve experienced. 
                            Such a user might think of themselves competing with
                            classmates, in ancient academic style, or looking
                            for collaborators to boost their own learning. 
                            
                            
                            
                            Consider, too, the just-in-time teaching games
                            perform.  Games often have tutorials, help files, or
                            hints available within the program.  Such content is
                            also increasingly available on the Web.  Could we
                            design a CMS which lets us experience learning
                            content apart from courses?  Libraries, research
                            centers, writing centers, and other class-parallel
                            programs could provide some of this content, as
                            could digitized presentations from visiting speakers
                            or final class performances (recitals, films,
                            theses).  Students, staff, and faculty could use
                            such a new CMS to find and access smaller content
                            chunks on demand.  Making such content available in
                            new, cross-purpose ways might activate long tail
                            effects.  It could also decouple learning from
                            courses.  It is not a technological leap to conceive
                            of ready-to-launch cross-disciplinary tutorials
                            accessible to a general population, but a
                            philosophical one.  
                            
                            We
                            can take the gaming-CMS intersection still further. 
                            At a strategic level, what does a campus CMS
                            implementation look like if we think of it as a
                            game?  Could we envision massively multiplayer
                            Blackboard, with fluid interactions among “players”,
                            just in time learning, shared content creation, and
                            many different ongoing learning quests?  In a real
                            sense campuses support all of these functions
                            already, but in other venues: offline, on off-campus
                            platforms, by informal learning, study groups, ad
                            hoc conversations.  Insofar as CMS aim to be major
                            academic platforms for campus life, they could take
                            this approach to increase their utility and impact. 
                            Put another way, how do we make the CMS-mediated
                            academic experience one to which learners return, as
                            they find games “sticky” or “addictive”? (Salen and
                            Zimmerman 2003, Koster 2004)  We could be inspired
                            by the creation of the classic Web 2.0 project
                            Flickr, whose design emerged from a social game
                            (Graham 2006).  Such a conceptual rethinking of the
                            CMS could very well lead to a very different
                            enterprise-level application.  
                            
                            
                            Summary
                            
                            Web
                            2.0 and gaming constitute different worlds apart
                            from CMS, based on very distinct information
                            architectures, cultures, expectations, and
                            practices.  Connections with CMS are possible at the
                            object level: increased linking to Web 2.0 and
                            gaming content from within courseware, platforms
                            replicated with CMS, games as learning objects.  At
                            another strategic level, the successes of Web 2.0
                            and gaming offer new ways of thinking about CMS as
                            social enterprises, playful areas, and more
                            effective venues for the productive intersection of
                            academia with technology.
                            
                            
                            
                            References
                            
                            
                            Alexander, B. (2006) "Web 2.0: A New Wave of
                            Innovation for Teaching and Learning?". EDUCAUSE
                            Review, Volume 41, Number 2 (March/April 2006).
                            Retrieved March 2008 from
                            
                            http://www.educause.edu/apps/er/erm06/erm0621.asp.
                            
                            
                            
                            Anderson, C. (2008).  The Long Tail.  New York :
                            Hyperion.
                            
                            
                            Benkler, J. (2005). Common wisdom: Peer production
                            of educational materials. Presented at the September
                            2005 Advancing the Effectiveness and Sustainability
                            of Open Education Conference. Retrieved January 2008
                            from 
                            
                            http://www.lulu.com/content/162436. 
                            
                            
                            Brenna, S. (2005)  “Much Fun – For Credit.”  The New
                            York Times, April 24, 2005.  Retrieved February 2008
                            from
                            
                            http://www.nytimes.com/2005/04/24/education/brenna24.html?_r=1&oref=slogin.    
                            
                            
                            
                            Bryant, T. (2007)  “Games as an Ideal Learning
                            Environment”.  NITLE Transformations, April 2007.
                            Retrieved February 2008 from  
                            
                            http://nitle.org/index.php/nitle/transformations/2007_4_13
                            
                            
                            
                            Campbell, G. (2005) “There’s Something in the Air:
                            Podcasting in Education”.  EDUCAUSE Review, Volume
                            40, Number 6 (November/December 2005). Retrieved
                            March 2008 from
                            
                            http://www.educause.edu/apps/er/erm05/erm0561.asp.
                            
                            
                            
                            Dagger, J. (2007)  "The New Game Theory."  Duke
                            Magazine, November-December 2007.  Retrieved January
                            2008 from
                            
                            http://dukemagazine.duke.edu/dukemag/cgi-bin/printout.pl?date=111207&article=game.
                            
                            
                            
                            Dash, A. (2006). Scale social networks and
                            LiveJournal.com. IT Conversations podcast of
                            Meshforum 2006 presentation. Retrieved Janury 2008
                            from 
                            
                            http://www.itconversations.com/shows/detail1069.html
                            
                            
                            
                            Downes, S. (2005) “E-learning 2.0.” eLearnMagazine,
                            October 17, 2005.  Retrieved March 2007 from
                            
                            http://www.elearnmag.org/subpage.cfm?section=articles&article=29-1.
                            
                            
                            
                            Educause Learning Initiative (2005). “It’s Pod
                            Mania!” Educause Pocket Edition (November 2005). 
                            Retrieved July 2007 from  
                            
                            http://connect.educause.edu/blog/dianao/it_s_pod_mania_educause_pocket_edition_2/1654.
                            
                            
                            
                            Gee, J. (n.d.) “Learning About Learning from a Video
                            Game: Rise of Nations.”  N.p., n.d.    Retrieved
                            March 2008 from
                            
                            http://simworkshops.stanford.edu/05_0125/reading_docs/Rise%20of%20Nations.pdf.
                            
                            
                            
                            _____. (2003) What Video Games Have to Teach Us
                            About Learning and Literacy.  
                            New York: Palgrave Macmillan.
                            
                            
                            Graham, J. (2006). Flickr of idea on a gaming
                            project led to photo website. USA Today, February
                            27, 2006. Retrieved January 2008 from 
                            
                            http://www.usatoday.com/tech/products/2006-02-27-flickr_x.htm.
                            
                            
                            Hammond, T., Hannay, T., Lund, B., & Scott, J.
                            (2005). Social bookmarking tools: A general review.
                            D-Lib, April 2005.  Retrieved January 2008 from 
                            
                            http://www.dlib.org/dlib/april05/hammond/04hammond.html.
                            
                            
                            
                            Himmer, S. (2004) "The Labyrinth Unbound: Weblogs as
                            Literature."  In Into the Blogosphere: Rhetoric,
                            Community, and Culture of Weblogs.  Ed. Laura J.
                            Gurak, Smiljana Antonijevic, Laurie Johnson, Clancy
                            Ratliff, and Jessica Reyman..  Retrieved March 2008
                            from 
                            
                            http://blog.lib.umn.edu/blogosphere/labyrinth_unbound.html
                            
                            
                            Jenkins, H. (2006) Convergence Culture : Where Old
                            and New Media Collide.  
                            New York : 
                            New York
                            University Press.
                            
                            
                            Koster, R. (2004) A Theory of Fun for Game Design.
                            
                            Scottsdale, 
                            AZ: Paraglyph Press.
                            
                            
                            Lamb, B. (2004) “Wide Open Spaces: Wikis, Ready or
                            Not,” EDUCAUSE Review, vol. 39, no. 5
                            (September/October 2004): 36–48.   
                            
                            
                            Lomas, C. (2005). Seven things you should know about
                            social bookmarking. Educause Learning Initiative,
                            May 2005. Retrieved Janaury 2008 from
                            
                            http://www.educause.edu/ir/library/pdf/ELI7001.pdf.
                            
                            
                            
                            Mayo, M. (2005) "Ender's Game for Science and
                            Engineering: Games for Real, For Now, or We Lose the
                            Brain War. " Presentation to 2005 Serious Games
                            Summit.
                            
                            http://www.seriousgamessummit.com/conference/speaker_presentations/Merrilea_Mayo.ppt
                            
                            
                            Newman, J. (2004) Videogames. London: Routledge.
                            
                            
                            O’Reilly, T. (2005) “What Is Web 2.0.”  Article on
                            tim.oreilly.com. Retrieved March 2008 from 
                            
                            
                            
                            http://www.oreillynet.com/pub/a/oreilly/tim/news/2005/09/30/what-is-Web-20.html.
                            
                            Pew
                            Internet and American Life Project. (2005). Teen
                            content creators and consumers. November 2005. 
                            Retrieved February 2008 from 
                            
                            http://www.pewinternet.org/PPF/r/166/report_display.asp
                            
                            
                            Prensky, M. (2001) Digital Game-Based Learning.
                            
                            New York:
                            McGraw-Hill.
                            
                            
                            Salen, K. and Zimmerman, E. (2003)  Rules of Play :
                            Game Design Fundamentals. 
                            Cambridge, 
                            Mass.:
                            MIT Press.
                            
                            
                            Selfe, C. and Hawisher, G., eds. (2007) Gaming Lives
                            in the Twenty-first Century: Literate Connections.
                            New York: Palgrave.
                            
                            
                            Shaffer, D. (2007)  How Computer Games Help Children
                            Learn.  New York: Palgrave Macmillan.
                            
                            
                            Sifry, D. (2007)  The State of the Live Web. 
                            Retrieved March 2008 from
                            
                            http://www.sifry.com/alerts/archives/000493.html. 
                            See also 
                            
                            http://www.sifry.com/stateoftheliveWeb/.  
                            
                            
                            
                            Wolf, M. (2002) The Medium of the Video Game. 
                            Austin:
                            University of Texas Press.
                            
                            
                            Yancey, K. B. (2004). Made not only in words:
                            Composition in a new key. CCC 56.2, 297-328.
                            
                            
                            Yee, R. (2008) Pro Web 2.0 Mashups: Remixing Data
                            and Web Services.  Berkeley: APress.