– Published –

Lee, J. J. & Hammer, J. (2011). Gamification in education: What, how, why bother? Academic Exchange Quarterly, 15(2).

Hammer, J. & Black, J. (2009). Games and (preparation for future) learning. Educational Technology, 49(2), 29-34.

Hammer, J., Levitan, P., Jamalian, A. & Alex, N. (2009). Advance!: Discrimination education through play. Proceedings of Teachers College Educational Technology Conference (TCETC), New York, NY.

Hammer, J. (2008). Games in learning contexts. E-Learning, 5(2), 142-145.

Hammer, J. (2007). Agency and authority in role-playing ‘texts.’ In M. Knobel & C. Lankshear (Eds.), New Literacies Sampler (pp. 67-94). New York: Lang Press.

Thorpe, C., Hammer, J., Camp, J., Callas, J. & Bond, M. (2007). Virtual economies: Threats and risks. Financial Cryptography 2007, 239-244.

Brucato, P., Hammer, J. & Hall, C. (2007). Everyday heroes. New York: Laughing Pan Press.

Hammer, J. (2006). Decade. In J. Murphy, A. Kitkowski & S. Antunes (Eds.), Game Chef 2006. Seattle: Technomancer Press.

Hammer, J. (2004). The end of the line. Play produced for NYC Fringe Festival.

Baron-Cohen, S. & Hammer, J. (1997). Is autism an extreme form of the male brain? Advances in Infancy Research, 11, 193-217.

Baron-Cohen, S. & Hammer, J. (1997). Parents of children with Asperger Syndrome: What is the cognitive phenotype? Journal of Cognitive Neuroscience, 9(4), 548-554.

– Under Revision –

Hammer, J., Black, J., Andrews, G., Zhou, Z. & Kinzer, C. (under revision). Learning and video games: A process-PFL approach. Educational Technology Research & Development.

Hammer, J. & Neuenschwander, B. (under revision). The dungeon and the covenant. International Journal of Role-Playing.

– In Preparation –

Hammer, J. & Heller, K. B. (in preparation). Playing history: How Ars Magica players develop historical literacy.

Kai, S. M., Hammer, J. & Lee, J. (in preparation). Designing for mastery: Motivation orientation, the TARGET model, and game design.

Kinzer, C., Jamalian, A., Mezei, J. & Hammer, J. (in preparation). Breath controlled game-play as biofeedback technique.


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