Research

Journal Articles

*Gutierrez, B., Kaatz, A., Chu, S., Ramirez, D., Samson-Samuel, C., & Carnes, M. (2014). FairPlay: A Video Game Designed to Address Implicit Race Bias through Active Perspective Taking. Games for Health Journal.

Dunbar, N. E., Wilson, S., Adame, B., Elizondo, J., Jensen, M. L., Miller, C., . . . Ramirez, D. Squire, K. (2013). MACBETH: Development of a Serious Game for the Mitigation of Cognitive Bias. International Journal of Game Based Learning.

Conference Proceedings

* Ramirez, D., Berland, M. (2015) Using Spatial Game Analytics to Analyze Player Paths Through Games. Proceedings of the Games Learning Society (GLS) Conference. Madison, Wisconsin.

* Tissenbaum, M., Ramirez, D., Stenerson, M., Goodin, I., Berland, M. (2015) ADAGE (Assessment Data Aggregator for Game Environments). Proceedings of the Games Learning Society (GLS) Conference. Madison, Wisconsin.

* Ramirez, D., Seyler, S., Squire, K., & Berland, M. (2014). I’m a Loser, Baby : Gamer Identity & Failure. In Proceedings of DiGRA 2014: the of Game . Snowbird, Utah.

* Ramirez, D., Saucerman, J., & Dietmeier, J. (2014). Twitch Plays Pokemon : A Case Study in Big G Games. In Proceedings of DiGRA 2014: the of Game .

* Litts, B., Ramirez, D. (2014) Making people fail: Failing to learn through games and making. Proceedings of the Games Learning Society (GLS) Conference. Madison, Wisconsin.

* Squire, K., Halverson, R., Kasemodel, K., Shapiro, B., Gaydos, M., Owen, E., Beall, M. Ramirez, D. (2013) CyberSTEM: Making Discovery Visible Through Digital Games. The Computer Supported Collaborative Learning (CSCL) Conference 2013

* Gaydos, M., Squire, K., Ramirez, D., Martinez, R., Samson-Samuel, C. (2013)Educational Game Design - Prototyping with Purpose. The Computer Supported Collaborative Learning (CSCL) Conference 2013

* Owen V. E., Ramirez D., Salmon A. & Halverson R. (2013) Capturing Learner Trajectories in Educational Games through ADAGE (Assessment Data Aggregator for Game Environments): A Click-Stream Data Framework for Assessment of Learning in Play. Proceedings of the Games Learning Society (GLS) Conference. Madison, Wisconsin.

* Ramirez, D. (2012). Epic Fail:Why is it ok to fail in Videogames? In C. Martin, A. Ochsner, & K. Squire (Eds.), Proceedings of the 8th Annual Games+Learning+Society (GLS) Conference. Pittsburgh, PA: ETC Press.

* Ramirez, D., Chu, S., Samson-Samuel, C., Gutierrez, B., & Carnes, M. (2012). Pathfinder: Developing prototypes towards an engaging game to reduce implicit bias. In C. Martin, A. Ochsner, & K. Squire (Eds.), Proceedings of the 8th Annual Games+Learning+Society (GLS) Conference (pp. 431-437). Pittsburgh, PA: ETC Press.

* Gutierrez, B., Chu, S., Paiz-Ramirez, D., & Squire, K. (2011) Pathfinder: A case example of designing an engaging game on unconscious bias. In Proceedings of the 5th Digital Games Research Association (DiGRA) Conference, Think Design Play. Utrecht, Netherlands.

Book Chapters

Ramirez, D. Squire K., (2015) Gamification and Learning. In S. P. Walz & S. Deterding (Eds.), The Gameful World (p. 688). Cambridge MA: The MIT Press. Retrieved from http://mitpress.mit.edu/books/gameful-world

Other Writing

Ramirez, D. (2014) App Awe: Failure by Design. Wisconsin Institute for Discovery, Retrieved from http://wid.wisc.edu/wid-series/app-awe/app-awe-failure-by-design/

Ramirez, D. (2014) The Infinite Player Theorem. Gamasutra, Retrieved from http://gamasutra.com/blogs/DennisRamirez/20140225/211555/The_Infinite_Player_theorem.php

Squire, K., Ramirez, D. (2012) Video Games and Learning. Amplify, Retrieved from http://amplify.com/article/video-games-and-learning

*Paiz-Ramirez, D., Chu, S., Salmon, A., & Gutierrez, B. Designing games for non-gamers: Adopting rapid prototyping as a design methodology. User Experience, 10(4).

(* denotes peer reviewed)