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The argument here is that everything has an inherent polarity of negative and positive aspects and it behoves us to foreground the positive aspects and make the best of them while also devising strategies to deal with the negative sides. The same with digital and video gaming, their advantages greatly outweigh their disadvantages. If you doubt it, here is a set of some really wonderful books that shed more light on the importance of video games and how they help kids in their learning.
1- What Video Games Have to Teach Us About Learning and Literacy, by James Paul Gee
2- Reality Is Broken: Why Games Make Us Better and How They Can Change the World, by Jane McGonigal
3- Fun: Inc: Why Gaming Will Dominate the Twenty-First Century, by Tom Chatfield
4- Good Video Games and Good Learning: Collected Essays on Video Games, Learning and Literacy, by James Paul Gee
5- Don't Bother Me Mom--I'm Learning, by Marc Prensky
6- The Ecology of Games: Connecting Youth, Games, and Learning, by Katie Salen Tekinba
7- Video Games and Learning: Teaching and Participatory Culture in the Digital Age, by Kurt Squire
8- Games, Learning, and Society: Learning and Meaning in the Digital Age, by Constance Steinkuehler (Editor), Kurt Squire Ph.D. (Editor), Sasha Barab Ph.D. (Editor)
9- How to Do Things with Videogames, by Ian Bogost
10- Digital Games and Learning: Research and Theory, by Nicola Whitton
11- Gaming Lives in the Twenty-First Century: Literate Connections, by Gail E. Hawisher (Editor), Cynthia L. Selfe (Editor)
“Gaming Lives explores the complexly rendered relationship between computer gaming environments and literacy development by focusing on in-depth case studies of computer gamers in the United States at the beginning of the twenty-first century. This volume examines the claim that computer games can provide better literacy and learning environments than U.S. schools. Using the words and observations of individual gamers, this book offers historical and cultural analyses of their literacy development, practices, and values.”
12- Everything Bad is Good for You: How Today's Popular Culture is Actually Making Us Smarter, by Steven Johnson
13- Gamify: How Gamification Motivates People to Do Extraordinary Things, by Brian Burke
“Gamify shows gamification in action: as a powerful approach to engaging and motivating people to achieving their goals, while at the same time achieving organizational objectives. It can be used to motivate people to change behaviors, develop skills, and drive innovation. “
14- The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education. By Karl M. Kapp
“"Kapp argues convincingly that gamification is not just about adding points, levels and badges to an eLearning program, but about fundamentally rethinking learning design. He has put together a brilliant primer for learning professionals on how to gamify learning, packed with useful advice and examples." —Anders Gronstedt, president, Gronstedt Group”.