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Brown, S. L., & Vaughan, C. C. (2009). Play: How it shapes the brain, opens the imagination, and invigorates the soul. Avery Pub Group. Retrieved from http://books.google.com/books?hl=en&lr=&id=ESQDsgqfgusC&oi=fnd&pg=PA3&dq=%22Play:+How+it+Shapes+the+Brain,+Opens+the+Imagination,+and+Invigorates+the+Soul.%22&ots=FAtv2kl93h&sig=7jtsueQ4SyAZjutoWA3ix7T4iMs
Dinter, A. (2006). Adolescence and computers. Dimensions of media-related identity formation, self-formation and religious value as challenges for religious education. British Journal of Religious Education, 28(3), 235–248. Retrieved from http://www.tandfonline.com/doi/abs/10.1080/01416200600811352
Elwell, J. (2010). Halos and Avatars: Playing Video Games with God–Edited by Craig Detweiler. Religious Studies Review, 36(4), 288–289. Retrieved from http://onlinelibrary.wiley.com/doi/10.1111/j.1748-0922.2010.01464_2.x/abstract
Feltmate, D. (2010). “You Wince in Agony as the Hot Metal Brands You”: Religious Behavior in an Online Role-Playing Game. Journal of Contemporary Religion, 25(3). Retrieved from http://search.proquest.com.ezproxy.arbor.edu/docview/863788742/137DE3BD9F538BE0AEF/6?accountid=13998
Hayse, M. (n.d.). Videogames as Religious Education Curriculum. Retrieved from http://www.glsconference.org/2010/program/event/36
Hayse, M. A. (2009). Religious architecture in videogames perspectives from curriculum theory and religious education.
Hüsken, U. (2011). Training, Play, and Blurred Distinctions: On Imitation and “Real” Ritual. Religions in Play: Games, Rituals, and Virtual Worlds, 177. Retrieved from http://books.google.com/books?hl=en&lr=&id=t3X18dopUoMC&oi=fnd&pg=PA177&ots=2wZi2K13Sd&sig=uVii--QhvnNmVyLC-yzgWMEwshI
Inman, M., St. Bonaventure University, Jandoli School of Journalism and Mass Communication., St. Bonaventure University., & (Sponsor). (2010). Golem: the Christian video game: an integrated marketing communications campaign / Mason, Kathleen L. ; (Thesis advisor). St. Bonaventure, N.Y.: Jandoli School of Journalism and Mass Communication, St. Bonaventure University.
Love, M. C. (2011). Not-So-Sacred Quests: Religion, Intertextuality and Ethics in Video Games. Religious Studies and Theology, 29(2), 191–213. Retrieved from http://search.proquest.com.ezproxy.arbor.edu/docview/880109339/citation/137D4222AC81225EE51/2?accountid=13998
McAlister, E. (2012). Slaves, Cannibals, and Infected Hyper-Whites: The Race and Religion of Zombies. Anthropological Quarterly, 85(2), 457–486. Retrieved from http://search.proquest.com.ezproxy.arbor.edu/docview/1019047676/137D4222AC81225EE51/7?accountid=13998
Plate, S. B. (2011). Religion is Playing Games: Playing Video Gods, Playing to Play. Religious Studies and Theology, 29(2), 215–230. Retrieved from http://search.proquest.com.ezproxy.arbor.edu/docview/880109475/citation/137D4222AC81225EE51/1?accountid=13998
Scholtz, C. P. (2005). Fascinating Technology: Computer Games as an Issue for Religious Education. British Journal of Religious Education, 27(2), 173–184. Retrieved from http://search.proquest.com.ezproxy.arbor.edu/docview/61930518/abstract/137DE3BD9F538BE0AEF/1?accountid=13998
Scholtz, C. P. (2004). Religious Education and the Challenge of Computer Games: Research Perspectives on a new Issue. LARSSON, RUNE/GUSTAVSSON, CARO-LINE (HG.): Towards a European Perspective on Religious Education, 256–267. Retrieved from http://www.evtheol.uni-frankfurt.de/download/scholtz_education.pdf
Schut, K. (2013). Of games and God: a Christian exploration of video games. Grand Rapids, MI: Brazos Press.
Scott, D. W. (2011). The Discursive Construct of Virtual Angels, Temples, and Religious Worship: Mormon Theology and Culture in Second Life. Dialogue : A Journal of Mormon Thought, 44(1), 85–104,229. Retrieved from http://search.proquest.com.ezproxy.arbor.edu/docview/858948009/137D4222AC81225EE51/6?accountid=13998
Siburt, J. (2011). Toying with God: The World of Religious Games and Dolls. Journal of Religion and Popular Culture, 23(1), 98–99. Retrieved from http://search.proquest.com.ezproxy.arbor.edu/docview/874655771/137D4222AC81225EE51/3?accountid=13998
Squire, K. (2002). Cultural framing of computer/video games. Game Studies, 2(1), 90. Retrieved from http://gamestudies.org/0102/squire/?ref=HadiZayifla
Tamatea, L. (2011). HALO 3 Pedagogy and Christian Ministry: A Curriculum and Context Relationship for Preservice Teachers. Review of Education, Pedagogy & Cultural Studies, 33(1), 48–75. Retrieved from http://search.proquest.com.ezproxy.arbor.edu/docview/860366837/137D40CF0937DE82BF3/1?accountid=13998