Books:
Whitton, N. (2014). Digital games and learning: research and theory. New York: Routledge.
Moseley, A. & Whitton, N. (Eds) (2013). New traditional games for learning. New York: Routledge.
Baek, Y. & Whitton, N. (2013). Cases on digital game-based learning: methods, models and strategies. Hershey, PA: IGI Global.
Whitton, N. & Moseley, A. (2012). Using games to enhance learning and teaching. Education. New York: Routledge.
Whitton, N. (2010). Learning with Digital Games: A Practical Guide to Engaging Students in Higher Education. New York: Routledge.
Articles:
Bird, P., Forsyth, R., Stubbs, M. & Whitton, N. (2015). EQAL to the task: stakeholder responses to a university-wide transformation project. Journal of Educational Innovation, Partnership and Change, 1/2.
Whitton, N. & Moseley, A. (2014). Deconstructing engagement: rethinking involvement in learning. Simulation & Gaming. 45/4-5, 433-449.
Whitton, N., Jones, R., Whitton, P. & Wilson, S. (2014). Alternate reality games as learning environments for student induction. Interactive Learning Environments, 22/3, 243-252.
Whitton, N. (2013). Games for Learning: Creating a Level Playing Field or Stacking the Deck? International Review of Qualitative Research, 6/3, 424–439.
Whitton, N. (2012). The place of game-based learning in an age of austerity. European Journal of E-Learning. 10/2, 249-256.
Whitton, N. & Hollins, P. (2011). From the games industry: ten lessons for game-based learning. International Journal of Virtual and Personal Learning Environments, 2/2, 73–82.
Whitton, N. (2011). Encouraging engagement in game-based learning. International Journal of Game-Based Learning, 1/1, 78–87.
Whitton, N. (2011). Game engagement theory and adult learning. Simulation & Gaming, 42/5, 597–610.
Whitton, N. & Jones, R. (2009). Alternate reality gaming to support information literacy. ALISS Quarterly, 4/3.
Whitton, N. & Hollins, P. (2008). Collaborative virtual gaming worlds in Higher Education. Research in Learning Technology, 16/3, 221–229.
Whitton, N. & Hynes, N. (2006) Evaluating the Effectiveness of an Online Simulation to Teach Business Skills. E-Journal of Instructional Science and Technology. 9/1.
Book chapters:
Remmele, B. & Whitton, N. (2014). Disrupting the magic circle: the impact of negative social gaming behaviours. Psychology, pedagogy and assessment in serious games. Hershey, PA: IGI Global.
Smyth, K., Whitton, N. & Fotherington, J. (2012). Write-TEL (Writing for publication in technology-enhanced learning). In Engaging hearts and minds: engaging with academics in the use of technology-enhanced learning. Oxford: UCISA.
Whitton, N. (2011). Games-based learning. In Norbert M. Seel (Ed) Encyclopedia of the Sciences of Learning. New York: Springer.
Whitton, N. & Whitton, P. (2011). The impact of visual design quality on game-based learning. In Khine, M. (Ed) Learning to play: exploring the future of educational video games. New York: Peter Lang.
Whitton, N. (2011). Theories of motivation for adults learning with games. In Patrick Felicia (Ed) Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches. Hershey, PA: IGI Global.
Whitton, N. (2009). Learning and Teaching with Computer Games in Higher Education. In T. Connolly, M. Stansfield and L. Boyle (Eds) Games-Based Learning Advancements for Multi-Sensory Human Computer Interfaces. Hershey, PA: IGI Global.
Whitton, N. (2008). Gaming and the network generation. In S. Wheeler (Ed) Connected Minds, Emerging Cultures: Cybercultures in Online Learning. Charlotte, NC: Information Age Publishing.