Turning one form of content into another is a great experience for students and one they're naturally inclined to do in this mash-up culture. Here's a great story about novels that would make great video games. Could not agree more with these choices, particularly the suggestion about Iain Banks' "Culture" books.
When you're planning gamified learning experiences, what is the nature of the opposition? What do your players/learners have to do to overcome that opposition? Here's a story about the nature of oppositionin certain contemporary video games and why they need to improve.
A fascinating article about virtual realism. When thinking about creating simulations in classrooms, the depth of the realism of the experience matters. This is why many games built specifically for classrooms don't ultimately work.