A couple of the references listed in Douglas Thomas and John Seely Brown’s (rather excellent and readable) A New Culture of Learning that appear worth pursuing include:
Bainbridge, WS (2007) The scientific research potential of virtual worlds. Science 317 (5837): 472-476
Barab, S, and C Dede (2007) Games and immersive participatory simulations for science education: An emerging type of curricula. Journal of Science Education and Technology 16(1): 1-3
boyd, dm and NB Ellison (2008) Social network sites: definition, history, and scholarship. Journal of Computer-Mediated Communication 13(1): 210-230
Conner, ML and JG Clawson, eds. (2009) Creating a Learning Culture: Strategy, Technology, and Practice. Cambridge: Cambridge University Press
Ellison, NBC, Steinfield, and C Lampe (2007) The benefits of Facebook ‘friends’: Social capital and college students’ use of online social network sites. Journal of Computer-Mediated Communication 12(4): 1143-1168
Gardner, H (2007) Good Video Games and Good Learning: Collected Essays on Video Games, Learning and Literacy. New Literacies and Digital Epistemologies, vol 27. New York: Peter Lang.
Ito, MS, S Baumer, M Bittanti, d boyd, R Cody, B Herr-Stephenson, H Horst, et al (2009) Hanging Out, Messing Around, and Geeking Out: Kids Living and Learning with New Media. John D and Catherine T MacArthur Foundation Series on Digital Media and Learning. Cambridge, MA: MIT Press.
Lareau, A (2005) Unequal childhoods: Class, race, and family life. Berkeley and Los Angeles: University of California Press.
Laurel, B (2004). Narrative construction as play. Interactions 11(5): 73-74
Lytle, DE, ed. (2003) Play and educational theory and practice. Play and Culture Studies, vol 5 Westport, CT: Praeger
Miller, T (2001) Introducing… cultural citizenship Social Text 19(4 69): 1-5
Palfrey, J and U Gasser (2008) Born Digital: Understanding the first generation of digital natives. New York: Basic Books
Pendleton-Jullian, A (2009) Design Education and Innovation Ecotones. http://bit.ly/l2azD.
Polyani, M (1966) The Tacit Dimension. Garden City, NY: Doubleday.
Popkewitz, TS (1998) Dewey, Vygotsky, and the social administration of the individual: Constructivist pedagogy as systems of ideas in historical spaces. American Educational Research Journal 35(4): 535-570
Shirky, C (2009) Here comes everybody: the Power of organizing without organizations. Repr., New York: Penguin.
Shirky C (2010) Cognitive Surplus: Creativity and Generosity in a Connected Age. New York: Penguin Press.
Squire, KD (2008) Video game-based learning: An emerging paradigm for instruction. Performance Improvement Quarterly 21(2): 7-36
Stalder, F (2006) Manuel Castells: The Theory of the Network Society. Key Contemporary Thinkers, Cambridge: Polity Press.
Steinkuehler, C (2006) The mangle of play. Games and Culture 1(3): 199-213
Tapscott, D and AD Williams (2006) Wikinomics: How Mass Collaboration changes everything. New York: Portfolio.
Thomas, D and JS Brown (2007) The play of imagination: extending the literary mind. Games and Culture 2(2): 149-172
Turner, M (1996) The Literary Mind New York: Oxford University Press.
Wardrip-Fruin, N and P Harrigan, eds. (2004) First Person: New media as story, performance, and game. Cambridge, MA: MIT Press