HLF16: Liskov’s Reading List for Computer Scientists

Barbara Liskov pointed us in her talk at Heidelberg Laureate Forum to some interesting “must-reads” for computer scientists. The talks will be available here: http://www.heidelberg-laureate-forum.org/ . I strongly recommend to watch many talks – including hers.

Here is the list:

  • Dijkstra, E. W. (1968). Letters to the editor: go to statement considered harmful.Communications of the ACM, 11(3), 147-148. (Link)
  • Wirth, N. (1971). Program development by stepwise refinement. Communications of the ACM, 14(4), 221-227. (Link)
  • Parnas, D. L. (1971). Information distribution aspects of design methodology. (Link)
  • Dahl, O. J., & Hoare, C. A. R. (1972). Chapter III: Hierarchical program structures (pp. 175-220). Academic Press Ltd.. (Link)
  • Morris Jr, J. H. (1973). Protection in programming languages. Communications of the ACM, 16(1), 15-21.
  • Liskov, B., & Zilles, S. (1974, March). Programming with abstract data types. In ACM Sigplan Notices (Vol. 9, No. 4, pp. 50-59). ACM. (Link)
  • Liskov, B. H. (1972, December). A design methodology for reliable software systems. In Proceedings of the December 5-7, 1972, fall joint computer conference, part I (pp. 191-199). ACM. (Link)

New Paper: Interdisciplinary and International Game Projects for Creative Learning @ITICSE16

Published in:
Cover Image
· Proceeding
ITiCSE ’16 Proceedings of the 2016 ACM Conference on Innovation and Technology in Computer Science Education
Pages 29-34
ACM New York, NY, USA ©2016


In traditional computer science courses, students do not often get the chance to experience an entire project cycle, starting from the idea development stage and ending with the final release of a product together with collaborators from different disciplines. Developing a game gives learners the possibility to experience an entire development cycle, to learn how to work in a team, and to learn new skillsets required to create games. Students can profit even more from an interdisciplinary and international setup. In this paper, we describe a first pilot of an interdisciplinary and international student game project, during which students from different backgrounds, and with different nationalities and different learning expectations can work together to develop games. We report on a first pilot with 24 students studying different subjects, such as computer science, law, or biology, in two different countries. First results show that such programs are highly engaging for students, can boost their employability, have a high learning outcome, and raise their interest in international collaborations.


Read Paper: Paper

Talk@RESPAWN 2016 – The Art of Games User Research – To Know Your Player You Must Become Your Player


Find me on Aug 16, 14:30 – 15:30 at the RESPAWN 2016 giving a talk on Games User Research.


There are many cases where a brilliant game design concept fails just because of a disappointing player experience. This can be in a very early stage, when players already fail understanding the game idea or how to play the game. Often games also fail in delivering the wrong experience by bad design decisions or putting bad UI design in place. Many of these mistakes can be avoided early. In this talk I will give different practical examples of such elements in different iterations of the development process and explain how games user research and enhanced play-testing forms can be used to make your game more usable, easier to understand, and in the end more enjoyable.


CFP: MATEL Workshop @ ECTEL 2016


gamedevcamp @ barcamp Graz 2016

Session 1.0
Game Development Graz 101 
Session owner
Johanna & Stefan 
Game Development Graz Intro:
Some local companies (attending the talk)

Session 1.5
Highscores in Games and Social Networks 
Session owner
– idea for app for enabling highscore features for games  
based on phaser.io 
– more social media compared ti 

Session 2
Free graphic tools for Game Development 
Session owner
List of tools:


Session 3.0

VR Development 


Session owner : Thomas

Working Group @ ACM ITICSE 2016: Game Jam Junior Working Group Education

Working Group 7: Game Jam Junior Working Group Education

Details: http://ucsp.edu.pe/iticse2016/working-groups/

Working Group Leaders:

  • Allan Fowler – Kennesaw State University, USA –  afowle56@kennesaw.edu
  • Johanna Pirker – Graz University of Technology, Austria
  • Bruno Campagnolo de Paula – Pontifical Catholic University of Paraná, Brazil


Game Jam Junior is designed to introduce young learners to computer science concepts in a fun and engaging way. Through introducing these concepts at an early age in an entertaining way, it is possible to influence or improve perceptions of computer science as a career. In this working group, we will discuss the potential of Game Jam Junior.

The scope includes but is not limited to:

  •  Exploring the potential of Game Jam Junior to increase diversity in computer science
  • Establishing Game Jam Junior sites
  • Identifying potential partnerships
  •  Identifying potential research projects at the Game Jam Junior
  • Identifying collaborators and partners for grant applications

Applicants should provide information about their prior experiences in organizing game jams or outreach programs involving K-12 students.

CFP: Special Track @ILRN2016 – Immersive and Engaging Educational Experiences

ST6: Immersive and Engaging Educational Experiences

Deadline for Submissions EXTENDED: March 24th, 2016


Immersive and engaging experiences are powerful teaching tools and allow innovative forms of learning. More and more virtual reality platforms, virtual world environments and game-based experiences are designed for the classroom. This can be a traditional classroom, or also a virtual and remote classroom setting.

In this special track we discuss how we can design, develop, and analyze educational environments to be immersive and engaging. The track does not only cover research on design, development, and analysis of such environments, we also invite submission describing non-traditional traditional design practice and development approaches to create different engaging experiences.


The topics of interest include, but are not limited to:

  • Learning: learning in immersive environments, virtual realities, virtual worlds, and games
  • Design: design techniques, practices, methods
  • Analysis: frameworks, exploration studies, user studies
  • Technology: platforms, devices, engines, environments, graphics, navigation, interactions, user analysis, data analysis, procedural content generation, artificial intelligence
  • Non-traditional, non-classroom and non-curricular learning environments
  • Development approaches to create different engaging experiences

Author Info

All accepted full papers will be published in Springer’s C CIS conference proceedings series.

The submitted papers must not exceed 4-6 pages (short paper) or 10-12 pages (full paper). Contributions are welcome on work-in-progress, research results, technical development, and best practices. Research, development, and best practices contributions will be accepted according to their quality and relevance either as full or short papers. Work-in-progress will only be accepted as short papers.

Submitted papers must follow the same guidelines as the main conference submissions. Please visit http://immersivelrn.org/ilrn2016/author-info/ for guidelines and templates.

For submitting a paper to this special track, please use the submission system https://www.easychair.org/conferences/?conf=ilrn2016 , log in with an account or register, and select the track “Special Track 6: Immersive and Engaging Educational Experiences (IEEXP)” to add your submission.

Special Track Chairs

  • Johanna Pirker, Graz University of Technology, Austria
  • Foaad Khosmood, California Polytechnic State University, CA
  • Britte H. Cheng, SRI International, CA
  • Maroof Fakhri, Labster, Denmark
  • Zoë J. Wood, California Polytechnic State University, CA

Program Committee (to be extended)

  • Allan Fowler, Kennesaw State University
  • Brian Mcdonald, Glasgow Caledonian University, UK
  • Dominic Kao, Massachusetts Institute of Technology, MA
  • Kai Erenli, UAS bfi Vienna, Austria
  • Ralf Klamma, Aachen University, DE
  • Ryan Locke, Abertay University, UK
  • Volker Settgast, Fraunhofer Austria, Austria

Contact: jpirker@iicm.edu

CFP: Immersive Learning Research Network Conference iLRN 2016

Call for Papers
Immersive Learning Research Network Conference iLRN 2016
June 27th – July 1st, 2016
Santa Barbara, California, USA


Join immersive learning experts and practitioners from across the disciplines in sunny California for iLRN 2016! The 2nd Annual International Conference of the Immersive Learning Research Network will be an innovative hands- on and scholarly meeting for an emerging global network of developers, educators, and research professionals collaborating to develop the scientific, technical, and applied potential of immersive learning. Following an outstanding inaugural event in Prague in 2015, this conference will be held on the campus of The University of

California Santa Barbara from June 27th – July 1st, 2016. Organized by Appalachian State University in conjunction with Oregon State University, Graz University of Technology and University of Essex, the theme of this 2nd Annual iLRN conference will be “The Versatilist”, which is also the title of iLRN’s official podcast hosted by iLRN General Chair Patrick O’Shea, found at http://podcast.immersivelrn.org

Important Dates

Papers submission deadline (main conference and special tracks): February 15, 2016 Author notification of acceptance: March 30, 2016
Camera-ready deadline: April 23, 2016

Workshop/poster submissions: March 15, 2016 Workshop/poster notification of acceptance: May 1, 2016 Workshop/poster camera-ready deadline: May 29, 2016

Main conference and special tracks: June 27th – July 1st, 2016

About iLRN’s Annual International Conference

ILRN’s annual conference provides an intensive face-to-face opportunity for the emerging professional community of immersive learning to collaborate and create the immersive learning future at world-class destinations. ILRN conferences offer knowledge exchange and open discussions in scientific presentation streams, poster sessions and panels. The Hands-on demonstration stream combines short paper presentations with hands-on opportunities for attendees. We seek members of the ILRNetwork, itself, to propose preconference Workshops and Special Tracks throughout covering emerging topics and trends

relevant to the community. Additionally, “Ignite Sessions” further enable participants to present and share their work or interest in a fun and speedy way. The international conference offers a platform to explore and initiate new research development collaborations, and provide research consortiums, new products, and entrepreneurs room to share their work.

Come and immerse yourself in scholarship, innovation, and fun!

2nd Annual ILRN Conference Theme: “The Versatilists”

Immersive Learning is a complex enterprise. Creating effective learning experiences using immersive technologies requires the coordination of multiple types of expertise and effort. People engaged in the production of high quality immersive learning experiences, thus, must be a specialist in one or more disciplines with the ability to appreciate and work effectively from the lens of other specialties. Immersive Learning professionals need to be “versatilists”. As such, this conference is focused on providing opportunities for individuals from a wide variety of areas to share their information across the fields involved with the development, scholarship and business of immersive learning.

Continuing the initiators previous success in workshops and conferences on immersive environments for learning and training purposes, and building on the success of previous iLRN events, this international conference series spans the topic range from innovative research, technologies and tools to successful services and products of immersive environments to foster learning, training and other activities in motivational and engaging ways. The objective is to uncover and discuss emerging trends and technologies, sound research and best practices, successful products and services within an international and interdisciplinary community. This includes but not limits its focus to virtual and augmented worlds, learning

and motivational games, educational simulations, mixed/augmented reality, and related learning and teaching tools, techniques, technologies, and standards.

Topics of interest in the context of immersive environments for the main conference include:

  • Immersive Technologies, Systems and Devices
  • Natural and Built Environments as Immersive Learning Spaces
  • Cognitive and Pedagogical Analysis
  • Learning and Training Applications
  • Non-leisure Games and Gamification
  • A Glance into the Future: Innovations, Challenges and Applications
  • Games and Entertainment
  • Art and Creativity
  • Cultural Heritage

Special Tracks

Special tracks are held in parallel with the main track and are an integral part of the conference. They provide researchers in focused areas the opportunity to meet and present their work. Special track papers are required to meet the same standards as papers in the general conference and are published in iLRN’s conference proceedings. This year iLRN 2016 will have Special Tracks on:

  • K-12 and School Tech
  • Self-Regulated Learning in Immersive Environments
  • The Future of Education
  • Cognitive Serious Gaming (CSG)

For a detailed description on each track please visit: http://immersivelrn.org/ilrn2016/special-tracks/

About iLRN

The vision of the immersive Learning Research Network (iLRN) is to develop a comprehensive research and outreach agenda that encompasses the breadth and scope of learning potentialities, affordances and challenges of immersive learning environments. To achieve this, the iLRN mission is to invite and organize scientists, practitioners, organizations, and innovators across the disciplines to explore, describe, and apply the optimal use of immersive worlds and environments for educational purposes. Further the conference, meetings, and virtual symposia aim to build capacity to explain and demonstrate how these immersive learning environments best work using a variety of rigorous, systematic, and meaningful research methods and outreach strategies.


All accepted full papers will be published in Springer’s Communications in Computer and Information Science (CCIS) conference proceedings series (see also http://www.springer.com/series/7899).

All other accepted contributions are published as online proceedings linked to an ISSN number, see also http://proceedings.immersivelrn.org.

Authors of selected papers will also be invited to extent their contribution to be published in selected journals, such as the EAI Transactions on Future Intelligent Educational Environments journal (http://icst.org/futureintelligent-educational-environments/).

Keynote Speakers

Conference Organization

Jeffrey Ventrella

For over 20 years, Jeffrey Ventrella has been an innovator at the intersection of artificial life, virtual worlds, digital art, and user interaction. While he was a researcher at the MIT Media Lab, Jeffrey developed genetic algorithms to evolve locomotion in virtual animals with interactive tools to encourage humor and emotional engagement. Jeffrey’s expertise in avatars culminated in his book, Virtual Body Language, published by ETC Press of Carnegie Mellon University. After developing interactive tools for 3D modeling at Adobe Systems, Jeffrey joined Second Life where he created components to the multiuser 3D platform, including Flexible prims, Followcam, and avatar puppeteering. He has taught at SFU in Vancouver, Tufts, UCSD, and Syracuse, and he has presented his work internationally and published papers on cellular automata, fractals, and realtime simulations demonstrating Darwinian evolution (GenePool).

John Lester

John is currently the Lead Technology Evangelist at Wiggle Planet, a small startup developing a new platform for emotionally-intelligent animated characters that live in the physical world through geolocation-based augmented reality. Previously, John was the Chief Learning Officer at ReactionGrid, developing 3D simulations and multiuser virtual world platforms. From 2005-2010 he worked at Linden Lab, where he led the development of the education and healthcare markets in Second Life while evangelizing the innovative use of virtual worlds in research, art and immersive learning. His areas of expertise are Community Development, Immersive Learning, Knowledge Management, Artificial Life, Augmented Reality and Multiuser 3D Virtual Worlds.

General Chair: Patrick O’Shea, Appalachian State University, USA
General Chair: Christian Gütl, Graz University of Technology, Austria Vice-Chair: Michael Gardner, University of Essex, UK
Program Co-Chair: Colin Allison, University of St Andrews, UK
Program Co-Chair: Leonel Caseiro Morgado, Universidade Aberta, Portugal Special Track Co-Chair: Ken Hudson, stealth mode startup, Ontario, Canada Special Track Co-Chair: Johanna Pirker, Graz University of Technology, Austria Workshops Co-Chair: Scott Warren, University of North Texas, USA Workshops Co-Chair: Rainer Malaka, University Bremen, Germany

Publicity & Public Relations Chair: Anasol Peña-Rios, University of Essex, UK Publications Chair: Dennis Beck, University of Arkansas, USA
Sponsor Chair: Jonathon Richter, Salish Kootenai College, USA
Local Chair: Jatila Van Der Veen, University of California – Santa Barbara, USA

International Chairs

International – North America Co-Chair: Jennifer B. Elliott, University of North Carolina, USA International – South America Co-Chair: Lynn Alves, UFBA, Brazil
International – South America Co-Chair: Andreas Pester, Carinthia University of Applied Sciences, Austria International – South America Co-Chair: Roger Tavares, UFRN, Brazil

International – Asia Pacific Co-Chair: Henry Been-Lirn Duh, University of Tasmania, Australia International – Europa Co-Chair: Francesco Gabellone, CNR IBAM Lecce, Italy
International – Europa Co-Chair: Fotis Liarokapis, Masaryk University, Czech Republic
International – Middle East Co-Chair: Mohammad Al-Smadi, Jordan University of Science and Technology, Irbid, Jordan

International – Middle East Co-Chair: Samir Elseoud, American University, Egypt
International – Africa Chair: Mathy Vanbuel, Audiovisual Technologies, Informatics & Telecommunications, Belgium

iLRN Advisory Board

Jon Dorbolo, Oregon State University, USA
Francois Garnier, École Nationale Supériore des Arts Décoratifs, France Beatrice Hasler, Interdisciplinary Center Herzliya, Israel
Pasi Mattila, Center for Internet Excellence, Finland
Carlos Delgado-Kloos, Universidad Carlos III de Madrid, Spain Jonathon Richter, Salish Kootenai College, USA

Program Committee (to be expanded)

 Abelardo Pardo, The University of Sydney, Australia
 Alan Miller, University of St Andrews, UK
 Alexander Nussbaumer, Graz University of Technology, Austria
 Allan Fowler, Kennesaw State University, USA
 Alok Mishra, Atilim University, Turkey
 Anasol Peña-Ríos, University of Essex, UK
 Anders Drachen, Game Analytics, Denmark
 Andreas Schmeil, University of Lugano (USI), Switzerland
 Annika Wiklund-Engblom, Åbo Akademi University, Finland
 Aurelie Herbet, ENSAD, France
 Béatrice Hasler, University of Barcelona, Spain
 Bruno Joho, Lucerne University of Applied Science and Arts, Switzerland  Christian Gütl, Graz University of Technology, Austria
 Christothea Herodotou, The Open University, UK
 Colin Allison, University of St Andrews, UK
 Daniel Livingstone, Digital Design Studio, Glasgow School of Art, UK
 DavidLowe,TheUniversityofSydney,Australia
 Demetrios Sampson, University of Piraeus, Greece
 Dominic Kao, Massachusetts Institute of Technology, USA
 ErikChampion,CurtinUniversity,Australia
 ErikHarpstead,CarnegieMellonUniversity,USA
 FerialKhaddage,DeakinUniversity,Australia
 Foaad Khosmood, California Polytechnic State University, USA
 Fridolin Wild, The Open University, UK
 Guenter Wallner, University of Applied Arts Vienna, Austria

 Ignazio Passero, Università degli Studi di Salerno, Italy
 Indika Perera, University of Moratuwa, Sri Lanka
 Jannicke Baalsrud Hauge, University of Bremen, Germany
 Jochen Kuhn, University of Kaiserslautern, Germany
 JohannaPirker,GrazUniversityofTechnology,Austria
 John Cook, University of West of England, UK
 John Venable, Curtin University of Technology, Austria
 Jonathon Richter, University of Oregon, USA
 Jose Zagal, DePaul University, USA
 JustinEhrlich,WesternIllinoisUniversity,USA
 Kai Erenli, UAS bfi Vienna, Austria
 LeonelMorgado,INESCTEC/UniversidadeAberta,Portugal

 Lisa Gjedde, Aalborg Universitet, Denmark
 Marcus Specht, Open University of the Netherlands, Netherlands
 Margit Höfler, University of Graz, Austria
 María Blanca Ibáñez, Universidad Carlos III de Madrid, Spain
 MarkosMentzelopoulos,UniversityofWestminster,UK
 MaryWebb,King’sCollegeLondon,UK
 Max North, Southern Polytechnic State University, USA
 Michael Derntl, RWTH Aachen University, Germany
 Michael Gardner, University of Essex, UK
 MikhailFominykh,EuroplanUKLtd,UK
 MilosKravcik,RWTHAachenUniversity,Germany
 Mohammad Al-Smadi, Jordan University of Science and Technology, Jordan  Monique Janneck, Fachhochschule Lübeck, Germany
 Narayanan Kulathuramaiyer, Universiti Malaysia Sarawak, Malaysia
 Panagiotis Bamidis, Aristotle University of Thessaloniki, Greece
 Patrick O’Shea, Appalachian State University, USA
 RainerMalaka,UniversityofBremen,Germany
 Ralf Klamma, RWTH Aachen University, Germany
 Scott Warren, University of North Texas, USA
 Stefanie Lindstaedt, Graz University of Technology, Austria

 Stephanie Linek, ZBW Leibniz Information Centre for Economics, Germany  Stylianos Mystakidis, University of Patras, Greece
 Timo Koskela, University of Oulu / CIE, Finland
 Tobias Schreck, Graz University of Technology, Austria

 WolfgangSlany,GrazUniversityofTechnology,Austria


The University of California, Santa Barbara (UCSB) is a public research university located on a 1,022-acre (414 ha) site near Goleta, California, United States, 8 miles (13 km) from Santa Barbara and 100 miles (160 km) northwest of Los Angeles.

Directions to USCB: http://www.ucsb.edu/maps-directions

Santa Barbara is a city on the central California coast, with the Santa Ynez Mountains as dramatic backdrop. Downtown, Mediterranean-style white stucco buildings with red-tile roofs reflect the city’s Spanish colonial heritage. Lining State Street are upscale boutiques and restaurants offering local wines and seasonal fare. On a nearby hill, Mission Santa Barbara, founded in 1786, houses Franciscan friars and a small museum.


First-ever International Conference on Game Jams, Hackathons, and Game Creation Events (ICGJ 2016)

Following up from our very successful series of workshops in the past few years, we are pleased to announce the first-ever International Conference on Game Jams, Hackathons, and Game Creation Events (ICGJ 2016).

This will be a one-day conference held on March 13, 2016.

Game jams and Hackathons have become popular activities with their own unique culture and communities. Often held in a confined space for a limited duration of time, these activities offer enormous technological and social benefits for their many participants. Studies of these events can be conducted around the technical creation aspect of the activity, as well as its social and educational dynamics The research area now has a diverse and dedicated following of scholars.

Full and short papers

We invite contributions on all aspects of game creation events using scholarly methods. Descriptions of new algorithms, processes and scientific findings as well as empirical studies of implementations and applications are welcome. Submissions can be full papers about results from novel research (up to 8 pages long) or short papers describing works in progress (up to 4 pages long).

 Position papers

As the scholarship of game creation events is in its very early stages, we welcome submission of position papers on major themes or directions of this field. Though essentially opinion based, the position paper submissions should nevertheless contain research with arguments fully supported by specific references. Position papers should considered short papers for the purposes of length and submission system.

 Showcase presentations

We invite contributions from the creators of games and apps that were created in a recent game jam or hackathon. The creator(s) are required to submit a demonstration of their game and a written synopsis of the game. The creator(s) of the game will be provided the opportunity to demonstrate the game at the conference. The synopsis should be limited to one page. The synopsis will be published as part of the proceedings. These submissions will be editorially (non-peer) reviewed.


The topics can include (but are not limited to):

  • Communication skills
  • Community building
  • Creativity
  • Game design issues in Game jams
  • Game jam attendance: who and why?
  • Game jam impacts
  • Game jam methodologies
  • Group dynamics
  • Hackathons
  • Ideation
  • Learning in game jams
  • Maker spaces
  • Rapid application development
  • Team formation
  • Tools and technologies

Organizing Committee


  • Allan Fowler – Kennesaw State University, USA

Conference Chairs

  • Allan Fowler – Kennesaw State University, USA
  • Foaad Khosmood – California Polytechnic State University, USA

Proceedings Chair

  • Foaad Khosmood – California Polytechnic State University, USA

Program CommitteeAli Arya, Carleton University, Canada

  • Allan Fowler, Kennesaw State University, USA.
  • Annakaisa Kultima, University of Tampere, Finland
  • Brian McDonald, Glasgow Caledonian University, Scotland
  • Foaad Khosmood, California Polytechnic State University, USA.
  • Johanna Pirker, Graz University of Technology, Austria.
  • Jon Preston, Kennesaw State University, USA
  • Menno Deen, Fontys University of Applied Sciences, Netherlands.
  • Mirjam Eladhari, University of Malta, Malta
  • Nia Wearn, Staffordshire University, UK
  • Ryan J Locke, Abertay University, Scotland
  • William Goddard, RMIT University, Australia


At the end of the conference, there will be a short awards ceremony. The awards are:

  • Best full paper award
  • Best short paper award
  • Best showcase presentation award


Paper submission due 5 February 2016
Showcase submission due 2 February 2016
Notification of decisions 29 February 2016
Camera ready due 6 March 2016
Registration due 4 March 2016
Conference dates 13 March  2016

Paper Submission

Authors are invited to submit original research contributions, following the instructions below:

Remove author names, and any additional information in the paper that could be used to identify the paper authors. Any submissions that are not formatted to the ACM specification or include any author identification will be returned to the authors. Submissions must be in PDF format and follow ACM SIG proceedings format.

Papers should be submitted to the conference Easychair site.

All papers are peer reviewed and will be published in the ICGJ 2016 Conference Proceedings and included in the ACM Digital Library.
If you have any questions regarding the submission process, please use the following email address:


Registration is via Eventbright. 

Date and Location

March 13, 2016. David Brower Center, Berkeley, California


Please feel free to contact us through foaad@calpoly.edu

Book recommendations

This is my personal recommendation for a reading list. And also a list of books I use for the lecture.

*** Jane McGonigal – Reality is Broken
One of my favourite books. Jane McGonigal gives some inspirations and ideas of how to use games in different contexts. Reads like a novel and avoids theoretical aspects.
*** Jesse Schell – The Art of Game Design
This is the book I am using a lot for my lecture. Very good summary of the most important design aspects from different points of view (technical aspects, player psychology, all different design things).
*** Scott Rogers – Level Up (2nd Edition)
Also a very good design on game design. I’ve especially enjoyed the bonus chapters with inspirational lists for environments, game mechanics, and different templates as inspirational resource for your games.
** Jeremy Gibson – Introduction to Game Design, Prototyping, and Development
This book gives also a very nice introduction on game design techniques, but in a more practical manner. The main part of this book is a unity and C# tutorial.
** Raph Koster – A Theory of Fun
I simple love the style of this book. It has comics and sketches 😉
* Flow – Mihaly Csikszentmihalyi
Wonderful book (THE book) about the flow experience with neat examples from all different fields.
* Katie Salen & Eric Zimmerman – Rules of Play
Very interesting book on game design with a lot of practical examples.

Note: Amazon credit me a small referal amount, should you purchase a book after following these links.