Writing

Writing.

Research on how people read, play and learn, and on methods for studying it where it happens. Most of it predates the product work; all of it runs through it.

Full record: Medium · Google Scholar · ResearchGate

Now

Good News

Weekly column · Wabasha Herald, Wabasha, Minnesota · since 2025

On learning, adaptation, grief, post-traumatic growth and what I call identity motion. Column 8, Identity Motion: There Will Never Be Anyone Like You Again, Ever, is about how a life’s purpose is activated, inhibited and reorganized.

Reading science and new literacies

How people read across print, screens and games — the root of the later work on mental models.

  1. 2009
    Video games, reading, and transmedial comprehensionDubbels · in Ferdig (Ed.), Handbook of Research on Effective Electronic Gaming in Education, 251–276
  2. 2009
    Technology and literacy: Current and emerging practices with Student 2.0 and beyondO’Brien & Dubbels · in Wood & Blanton (Eds.), Literacy Instruction for Adolescents: Research-Based Practice
  3. 2007
    Developmental changes in the visual span for readingKwon, Legge & Dubbels · Vision Research 47(22), 2889–2900
  4. 2004
    Reading-to-learn: From print to new digital media and new literaciesO’Brien & Dubbels · Learning Point Associates / NCREL
Play, engagement and method

What makes an experience worth returning to, and how to measure learning where it happens.

  1. 2019
    Requirements-based design of serious games and learning software: An introduction to the Vegas EffectDubbels · in Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations
  2. 2016
    Viability of gamification for enhancing cognition as spatial reasoning: User experience research and usability test reportDubbels, Bennett & Bermingham · McMaster University
  3. 2016
    The politics of removing play from classroomsDubbels · article
  4. 2016
    Pedagogy and play: Creating a playful curriculum for academic achievement and engaged learningDubbels · in Schrier (Ed.), Learning, Education and Games, Vol. 2
  5. 2016
    Gamification transformed: Gamification should deliver the best parts of game experiences, not just experiences of game partsDubbels · in Transforming Gaming and Computer Simulation Technologies Across Industries
  6. 2014
    Play: A framework for design, development, and gamificationDubbels · InTensions
  7. 2014
    Cognitive ethnography and causal network analysis as a mixed method for game user researchDubbels · conference paper
  8. 2013
    Gamification, serious games, ludic simulation, and other contentious categoriesDubbels · International Journal of Gaming and Computer-Mediated Simulations 5(2), 1–19
  9. 2011
    Cognitive ethnography: A methodology for measure and analysis of learning for game studiesDubbels · International Journal of Gaming and Computer-Mediated Simulations 3(1), 68–78
  10. 2009
    Dance Dance Education and rites of passageDubbels · International Journal of Gaming and Computer-Mediated Simulations 1(4), 63–89
  11. 2009
    Entries in Encyclopedia of Play in Today’s SocietyContributor · Carlisle (Ed.) · Sage
For educators

Practical writing for teachers and librarians on games, media and the open web in schools.

  1. 2011
    21st-century learnerDubbels · NEA Today
  2. 2010
    Blogging and internet filters in schoolsDubbels · Community & Junior College Libraries 16(4)
  3. 2010
    Social networking nightmaresDubbels · NEA Today
  4. 2009
    Online social networking for educatorsDubbels · NEA Today
Books and edited volumes
  1. 2019
    Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and SimulationsDubbels (Ed.) · IGI Global
  2. 2016
    Transforming Gaming and Computer Simulation Technologies Across IndustriesDubbels (Ed.) · IGI Global
  3. 2012
    The Brain Is for Action: Embodiment, causality, and conceptual learning with video games to improve reading comprehension and scientific problem solvingDoctoral dissertation · University of Minnesota
Editorial

Editor-in-Chief, International Journal of Gaming and Computer-Mediated Simulations, 2013–2020; now Emeritus, including editorial prefaces for special issues on esports (2017) and on video games as systems for assessment and data collection (2016). The method behind this site’s evidence labels is on Methods.